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  1. #1
    Chief Biscuit Monitor Member professorspatula's Avatar
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    Default Re: What R:TW adjustments have you made for 1.2?

    My current changes are:
    -----------------------

    Units:
    -----
    i) Increased morale for all units by +3/4/5/6 depending on their training and general elite status. Ie.. rubbish units get a +3, most units get +4, highly disciplined and generals get +5 and advanced generals, Spartans etc get +6.
    ii) Lowered upkeep of some units, including peasants, militia and skirmishers.
    iii) Lowered training time for basic units to 0, plus reduced training time to 1 for those barbarian temple type characters to 1.
    iv) Minor changes here and there to various other units, including lowering armour of Cataphract archers (they should be lower than lancer variation) and upping upkeep for Cataphracts considerably (best cavalry unit should not be so cheap).
    v) Wardogs now much more expensive to build and take 3 turns. Done to discourage me from building them, plus the AI. Seeing Scipii have 3 wardog units in one army is crazy.
    vi) Changed Desert Axemen into a more basic, militia type unit with a low unit upkeep to compensate. No more crazy iron-skinned axemen. Also made some changes to the Pharoah's guard and their invisible shield situation.

    Buildings:
    ---------
    i) Minor happiness or law bonuses added to a couple of structures.
    ii) Modified the largest temples to make their construction more appealing (ie no more pointless +2 growth rate when the city is already huge size).

    Other
    ------
    i) Minor trait changes here and there, including the recent fixes for scars and coward traits (thanks for the person responsible for it).


    That's about it for now. I plan to make a lot more changes when I finish my Numidia campaign, which is probably the toughest and most interesting I've had so far. I'd really like to change the starting conditions, and where some factions start to make a really random game or create some kind of crazy scenario.
    Last edited by professorspatula; 02-13-2005 at 04:57.
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  2. #2
    Unpatched Member hrvojej's Avatar
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    Default Re: What R:TW adjustments have you made for 1.2?

    So far:
    0. all factions enabled
    1. longshields and onagers buildable for Spain
    2. some low level temple units, such as fanatics and woads 1 turn to build, slightly higher cost; also removed gaul fanatics being buildable by dacian farming shrine
    3. increased No. of machines, range, cost, & damage to units for ballista-like artillery, decreased damage to buildings to compensate
    4. increased range for javelin and pilum
    5. changed desert infantry to 3 armour and pharaoh's guard to 8 armour, removed PG shield
    6. thrown fix for HA
    7. fixed building prerequsities for praetorians and seleucid elephants
    8. replaced old faction-eliminated movies with "death" ones which are not otherwise used, but are way cooler
    9. put in inidian elephants for seleucids and parthia
    10. decreased likelihood of getting useless assesor trait; added another trigger so I get disinherited only 50% of the time; some other minor adjustments to traits
    10. scarred and related fixes
    11. removed the intro movies
    12. a few other minor things, I'm sure

    To do:
    1. overhaul of morale, frequency of attack, and lethality for all units to get longer and more involved battles; I'm halfway done, but it's taking a while since I'm also testing as I go
    2. move wardogs up the production chain, reduce their attack to half (once I'm done with the present campaign where I'm fielding a few of them myself...)
    3. maybe a few other modifications to buildings that I'm not sure yet whether I want them or not, such as the abovementioned pantheon changes

    Thanks to all who discovered/proposed the things I didn't think of myself.
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  3. #3
    One of the Undutchables Member The Stranger's Avatar
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    Default Re: What R:TW adjustments have you made for 1.2?

    1 all factions enabled
    2 minor law bonus to structures
    3 new units added
    4 new skins added
    5 the HA fix
    6 the scarred trait fixed
    7 ports added
    8 roman unit stats changed
    9 made mercs more expensive
    10 made cavalry more expensive
    11 changed most barbarian units to horde
    12 changed spartan unit stats
    13 changed a lot of egypt units stats
    14 changed end year from 14 ac to 180 ac

    changes that still has to be added

    1 the longshield and onagers for spain
    2 indian eles for parthia and seleucia
    3 reducing the time between throwing of javs
    4 changing mercary spawning places
    5 making gladiators to mercs
    6 arcani, dogs, pigs, headhurlers, unable to build
    7 add starting money to factions
    8 add bigger armies to factions
    9 fix the characters are unable to be bribed
    10 fix that you cant build forts in protectorates territory

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  4. #4

    Default Re: What R:TW adjustments have you made for 1.2?

    Quote Originally Posted by professorspatula
    ii) Lowered upkeep of some units, including peasants, militia and skirmishers.
    That's a good idea.

    Quote Originally Posted by professorspatula
    iii) Lowered training time for basic units to 0, plus reduced training time to 1 for those barbarian temple type characters to 1.
    What happens when you lower training time to 0? Does that mean you can build as many as you like in one turn?

    And what do you mean by "basic units"? Just peasants, or units like town guard as well?

    Quote Originally Posted by professorspatula
    i) Minor happiness or law bonuses added to a couple of structures.
    ii) Modified the largest temples to make their construction more appealing (ie no more pointless +2 growth rate when the city is already huge size).
    I wonder, would it be possible to mod the game to have more than one type of temple in a city? Then you could mod the temples to have all kinds of different effects and just cherry pick the particular effects you wanted.

  5. #5
    Chief Biscuit Monitor Member professorspatula's Avatar
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    Default Re: What R:TW adjustments have you made for 1.2?

    Quote Originally Posted by screwtype
    That's a good idea.


    What happens when you lower training time to 0? Does that mean you can build as many as you like in one turn?

    And what do you mean by "basic units"? Just peasants, or units like town guard as well?


    I wonder, would it be possible to mod the game to have more than one type of temple in a city? Then you could mod the temples to have all kinds of different effects and just cherry pick the particular effects you wanted.

    Lowering unit training time to 0 means you can fill your training queues with units and they'll all be built next turn. I made it so all basic peasants and militia units (which includes militia cavalry, plus all the simple barbarian units, but not their elite ones like Chosen Archers/Swordsmen/Noble cavalry etc) can be built fast. Unfortunately the AI doesn't seem to take full advantage of the 0 build time so it's more of an advantage to the player. Additionally the AI then decides to focus more on building the cheaper units instead of the better ones. There's some balancing to be done, but its a good way to build up garrisons quickly or migrate peasants from one town to another fast.

    As to more than one temple, that sounds tricky and perhaps is something hard coded into the game.

    ***

    I've also made a fair few changes, including upping the quality and size of Carthage, Antioch and a few other changes here and there and been more generous with money. I do have some more radical ideas but I'll probably get bored half-way through implementing them.
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  6. #6
    green thingy Member the tokai's Avatar
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    Default Re: What R:TW adjustments have you made for 1.2?

    I made quite a lot of changes:

    -decreased size of cavalry units (roman and greek cavalry are now 24 per unit, parthians, scythians and armenians are 34 and the rest is somewhere in between)

    -cut the missile attack of all archers in half, but gave the elite archers ap

    -lowered the attack power of all javelins with 1 but made them ap

    -pila are no longer ap

    -increased upkeep for most cavalry (especially cat's and companions)

    -fixed ha

    -made all hoplites and elite pikemen stronger but more expensive

    -doubled the morale of most units so that battles last longer

    -removed province outlines on the mini map

    -increased the cost and build time of all chariot units

    -gave the britons barbarian cavalry

    -increased the cost of praetorians and urbans

    -increased the cost of elephants

    -made eastern infantry and hillmen slightly more powerfull

    -i guess that's about it

    *note: cost also includes upkeep
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  7. #7

    Default Re: What R:TW adjustments have you made for 1.2?

    I don't think any of mine are 1.2 specific, just general gameplay stuff...

    I made "badfarmer" require 10,000d in the treasury before activating - I was getting bugged by all the bad farmers when all my egyptian towns were growing at +3 or better and I had better things to spend the cash on...

    I lower slubberdegullion chance, and a few of the other negs that seem to appear rather more often that mathematical chance says they should. ..
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  8. #8
    Member Senior Member Proletariat's Avatar
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    Default Re: What R:TW adjustments have you made for 1.2?

    Quote Originally Posted by professorspatula
    Lowering unit training time to 0 means you can fill your training queues with units and they'll all be built next turn.

    What file can this be changed in?

  9. #9
    Unpatched Member hrvojej's Avatar
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    Default Re: What R:TW adjustments have you made for 1.2?

    Quote Originally Posted by Proletariat
    What file can this be changed in?
    Backup then open export_descr_unit, change the first number in stat_cost to 0 for the desired unit.
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  10. #10

    Default Re: What R:TW adjustments have you made for 1.2?

    Quote Originally Posted by professorspatula
    Lowering unit training time to 0 means you can fill your training queues with units and they'll all be built next turn. I made it so all basic peasants and militia units (which includes militia cavalry, plus all the simple barbarian units, but not their elite ones like Chosen Archers/Swordsmen/Noble cavalry etc) can be built fast. Unfortunately the AI doesn't seem to take full advantage of the 0 build time so it's more of an advantage to the player.
    Okay, thanks for the explanation. Yeah, it would have really helped me in my last campaign to build more than one peasant per turn. It was such a chore churning them out to go and replenish my exterminated cities, LOL.
    Last edited by screwtype; 02-15-2005 at 17:30.

  11. #11
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: What R:TW adjustments have you made for 1.2?

    More stuff to add...

    • Horse jumping fix
    • Give Thrace ability to continue building phalanx pikemen with higher level barracks (they get replaced at present)
    • Give 1st level roads a 1 point trade bonus. It is daft that basic roads provide zero trade bonus.
    • Beef up many rebel provinces to include walls, some population, and an army that fits with this.
    • Give most AI provinces walls at the start, and sufficient population to deal with most early recruitment drain on large.
    • Replace bow unit weapons with lower range, weaker, and non-flaming projectiles.
    • Use 3 or 4 classifications for bow units. Weak 100 yard simple weapons with lower velocity for vanilla archers and camel archers. 110 or 120 yard range bow units for base horse archers. 120 yard range elite horse archers with AP (but lower overall power than at present.) 150 yard range elite archers (with lower overall power.) Still have some work to do figuring out classifications...
    • Consider giving archers/skirmishers small negative mount effects vs. cav.
    • Consider giving phalangites "frighten_mounted" trait or other ways of making them more effective vs. cav.
    • Reduce melee ratings of most spear/lance armed cav. Their offensive melee power should be weak.
    • Put Equites back on medium horse, they should be slower than Numidians and Horse Archers--rather than just as fast.
    • Consider reducing horse mass to reduce its penetration into phalangites--presently they make it completely past the spearwall in the initial charge with few casualties.
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  12. #12
    Unpatched Member hrvojej's Avatar
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    Default Re: What R:TW adjustments have you made for 1.2?

    Quote Originally Posted by Red Harvest
    [*]Put Equites back on medium horse, they should be slower than Numidians and Horse Archers--rather than just as fast.
    I don;t think the speed is linked to the mount type. For example, since the patch barbarian cavalry are fast moving, yet they ride medium horses.

    *rant*
    Btw, has anyone noticed that majority of the light cavalries in 1.2 are now fast moving? As if the battles were not fast enough, and there were no complaints about the battle speed...
    And there I thought that battle speeds would be hard to change due to animations etc. I guess someone at Activision really had problems catching and dealing with the HA...
    *rant over*
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  13. #13
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: What R:TW adjustments have you made for 1.2?

    Quote Originally Posted by hrvojej
    I don;t think the speed is linked to the mount type. For example, since the patch barbarian cavalry are fast moving, yet they ride medium horses.

    *rant*
    Btw, has anyone noticed that majority of the light cavalries in 1.2 are now fast moving? As if the battles were not fast enough, and there were no complaints about the battle speed...
    And there I thought that battle speeds would be hard to change due to animations etc. I guess someone at Activision really had problems catching and dealing with the HA...
    *rant over*
    Speed was tied to mount type previously. Light being the fastest. Heavy and medium were about the same speed, although now medium seems faster than heavy. I haven't done race testing in 1.2, but now would be a good time to do so.
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  14. #14
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: What R:TW adjustments have you made for 1.2?

    Quote Originally Posted by Red Harvest
    Give 1st level roads a 1 point trade bonus. It is daft that basic roads provide zero trade bonus.
    May I ask how you achieved this? I thought that the trade bonuses for the different levels of roads were hardcoded, although I not that familiar with the files. Or did you add trade_base_income_bonus bonus 1 to the capabilities of basic roads? Hmm, I suspect that this might have some unwanted side effects if you did.
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  15. #15
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: What R:TW adjustments have you made for 1.2?

    Quote Originally Posted by therother
    May I ask how you achieved this? I thought that the trade bonuses for the different levels of roads were hardcoded, although I not that familiar with the files. Or did you add trade_base_income_bonus bonus 1 to the capabilities of basic roads? Hmm, I suspect that this might have some unwanted side effects if you did.
    The big multiplier trade bonus is hard coded (something like 100% for paved roads, and 50% for highways.) So the only option left was to add the same sort of trade boost as is given by other structures.

    road_level 0
    trade_base_income_bonus bonus 1

    I then went back and added the same amount for the other roads (all set to 1) so that the trade bonus doesn't revert to zero at the next level. (That is how it is structured with markets anyway.) A "1" seemed to provide a 10% boost in the limited testing I have done so far. My testing of this has been in Thrace, which is well situated for testing roads.
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