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Thread: Shield ability

  1. #1

    Post Shield ability

    In the readme for patch v1.2, what does it mean by "Units with shields can now effectively shield themselves when marching?" Does it mean it would simply be harder for arrows to pierce units and armor when units are marching or is it like in 'Empires: Dawn of The Modern World' where the french heavy infantry actually had the ability to actually raise their shields while marching towards enemy to shield themselves from archery fire? It'd look more realistic in RTW instead of some non-visual defensive way like arrows just bouncing off soldiers. The reason I asked this is because after installing patch v1.2 I immediately modded some important files, so I won't know for sure if I altered any new changes from the patch. Gimme the rundown
    GreatOne

  2. #2

    Post Re: Shield ability

    Oh, and one more thing. You guys know how your men ready themselves, shields infront, when they're about to be charged? Well, if somehow a brainiac could figure what to do to make them walk like that as a special ability (if the raise shield thing isn't possible), that'll be terrific! Since hastati doesn't have the testudo ability, that void circle should be put to use.
    GreatOne

  3. #3
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Shield ability

    Just because I'm a little interested myself I will bump it.
    So anybody have an answer?
    You may not care about war, but war cares about you!


  4. #4

    Default Re: Shield ability

    The improved shield effect is to the front while walking. When units run, the shield effect is removed. If units walk to the side, the shielding effect is reduced, and there is no effect from the back. At least, that's how it's supposed to work. I assume the improved shield effect is present while standing still, but I haven't made any measurements.

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  5. #5
    Keeper of Glyphs Member [DnC]'s Avatar
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    Default Re: Shield ability

    If I'm correct the shieldbonus when marching wasn't given prior to patch 1.2. You could notice pre-patch that your enemies died alot easier by, for example, archery fire when the enemy was on the move in retrospect to when standing still. They fixed it and thankfully so aswell. The power of archery has already been reduced this way.

  6. #6
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Shield ability

    When I have looked into this a little before I noticed the following:

    1. Before the 1.2 patch, units like hoplites took a lot of missile casualties marching. When they formed up in phalanx (at a much closer range) their casualty rate seemed to fall--despite that closer range. That seemed a bit odd and I thought it was some quirk of phalanx or a failure in the archery model. I didn't realize it applied to ALL units (that was a key bit I missed...)

    2. After the 1.2 patch the animations look roughly the same to me on the march--with shields typically at their sides. However, the shield is being factored in to the calculation of whether or not they are killed. Casualty rates for shielded units on the march are way down.

    3. When "individual" soldiers are "hit" but not killed while marching with their shields, the animation shows the shield swinging into position to deflect the shot. Quite a few men in a unit are now deflecting the shot.


    That is my take on it. I have not yet tried to determine if the shield defense is in anyway "multiplied" now. I suspect it is just being added in while the unit is moving, whereas before it was not.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  7. #7
    Clan Takiyama Senior Member CBR's Avatar
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    Default Re: Shield ability

    Shields protect the front and left side too AFAIK.


    CBR

  8. #8
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Shield ability

    Quote Originally Posted by CBR
    Shields protect the front and left side too AFAIK.


    CBR
    Yes, I should have added that too. I remember how frustrated I was trying to test that effect in a measured fashion. I found that the AI unit ALWAYS turned toward my archers and marched towards them, even if there was some worse threat that would expose their flank. As a result I never was able to do a good left side/right side/ center/ rear test. I gave up in frustration with the AI. I could however, see some difference in campaign battles, but I had to take much of this on faith.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  9. #9
    Member Member Darius's Avatar
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    Default Re: Shield ability

    Hey Red, why not do this test online? Probably be a lot easier that way.
    All men will one day die, but not every man will truely live.

  10. #10
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Shield ability

    I haven't done online play in a long time with TW series games. And I can't now without reloading a bunch of backup files that I really don't want use anymore...
    Rome Total War, it's not a game, it's a do-it-yourself project.

  11. #11

    Post Re: Shield ability

    I never noticed the soldiers moving their shields infront of them to deflect arrows while marching; guess I was too busy finding faults, I'll have to pay closer attention. But still, I think it's possible to mod the marching with shields infront without having to create new animations or anything of the sort. After all, when a unit is engaged the soldiers at the back line walk around 'ready'. If that could be implemented into the regular march somehow . This is something I can't easily let go, somebody, anybody, I know you fellas are smart.
    GreatOne

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