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  1. #1
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: bug fixed, patch delayed

    Quote Originally Posted by EGO
    Awwww.. does this mean no more uber archers?
    Hopefully in melee they won't be uber anymore... What they were toughest on was light/med cavalry because the defense was not so high for those types, so archers could inflict some really nasty attrition even though they didn't necessarily win in most cases.

    Now if the archer hit percentage has not been cut by about half (or missile stats outright reduced by nearly that same amount) then we will still have uber archers when it comes to actually using their bows. The base archers get a 7 but in my tests, even 4 base missile attack is fairly powerful except against well armoured and shielded units. Then you add in typical campaign values of +2 experience, and +1 weapons the missile the would already be at 10, which is very deadly. The elites might as well have machine guns.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  2. #2
    Member Member Mr Frost's Avatar
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    Default Re: bug fixed, patch delayed

    Quote Originally Posted by Red Harvest
    ...
    Now if the archer hit percentage has not been cut by about half (or missile stats outright reduced by nearly that same amount) then we will still have uber archers when it comes to actually using their bows. The base archers get a 7 but in my tests, even 4 base missile attack is fairly powerful except against well armoured and shielded units. Then you add in typical campaign values of +2 experience, and +1 weapons the missile the would already be at 10, which is very deadly. The elites might as well have machine guns.
    If their lethality bugs you , try messing with the frequency of attacks and lethality of hits .

    {incase you don't already know}
    Here is the Roman Archers stats from export_descr_unit.txt , with frequency coloured blue and lethality red

    type roman archer
    dictionary roman_archer ; Roman Archers
    category infantry
    class missile
    voice_type Light_1
    soldier roman_archer, 40, 0, 0.8
    attributes sea_faring, hide_forest, can_sap, very_hardy
    formation 1.6, 2, 3.2, 4, 3, square
    stat_health 1, 0
    stat_pri 7, 2, arrow, 120, 40, missile, archery, piercing, none, 25 ,1
    stat_pri_attr no
    stat_sec 3, 2, no, 0, 0, melee, simple, piercing, knife, 25 ,1
    stat_sec_attr no
    stat_pri_armour 0, 2, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 2, 0, 3, 0
    stat_mental 4, normal, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 200, 170, 20, 30, 190
    ownership romans julii,romans brutii,romans scipii,romans senate


    Most folk think the last number is frequency , but it is the second last {the number of 10th of a second between animation cycles I think} and the last is what governs pure killing power of a hit .
    Lower the attack number , then reduce lethality and if that still isn't enough , increase frequency {even changing it by a mere 5 either way makes a big difference for melee units} . Just remember that frequency is more attacks if lower , less if number higher ; lethality more chance to kill on a hit if higher , less chance to kill if number lower .

    The to test it , you could mod the Archer Auxillia attack number {really should be attack skill , as it is just the chance to hit} and range to be the same as your now more altered Roman Archer and set up a custom battle {or multi with a test partner} Vs some suitable target/s and observe the relative effectivness compared to what it was before {which altering the Aux like that would give for a useful prior benchmark} .

    Personally , I like the archers etc {I only toned down the Auxillia Archers' range to 120 , most are still as origonal} , but you should get the same enjoyment out of this game as I do so I hope it can help .
    7 out of 10 people like me ,
    I'm not going to change for the other three .

  3. #3
    Actual Person Member Paul Peru's Avatar
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    Default Re: bug fixed, patch delayed

    Well, I expected the patch to be out now that I return after secluding myself for 2 weeks on a remote island with my laptop and the great, spanking new version of BKB Super Mod for MTW. (plug)
    Anywhew, this explains why my Armenian cats got spanked by those Parthian slingers several campaigns that I lost interest in after a couple of decades ago. What an appalling sentence that was, just there! Thankfully it was probably the first and last time for that sentence to be uttered in the entirety of human communication.
    Sono Pazzi Questi Romani
    Paul Peru: Holier than thy bucket!

  4. #4
    Member Member Bartman's Avatar
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    Default Re: bug fixed, patch delayed

    Quote Originally Posted by Paul Peru
    What an appalling sentence that was, just there! Thankfully it was probably the first and last time for that sentence to be uttered in the entirety of human communication.
    You talk while you type? I thought I was the only one....
    "I didn't want to be here myself, but then my mother told me that I'd better make a reasonable show of it all, so here we go then..."

    -Roman General before the final assault in my first campaign

  5. #5
    Actual Person Member Paul Peru's Avatar
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    Wink Re: bug fixed, patch delayed

    Quote Originally Posted by Bartman
    You talk while you type? I thought I was the only one....
    I mutter when I read, and my lips move when I count. You should see me calculate n-dimensional vectors for n>3.
    Sono Pazzi Questi Romani
    Paul Peru: Holier than thy bucket!

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