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Thread: AzzMod RTR 5.4 PROLONGED BATTLES MOD

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  1. #1
    Lord, Cartographer and Poet. Member King Azzole's Avatar
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    Default AzzMod RTR 5.4 PROLONGED BATTLES MOD

    README:

    I was basically happy with 5.4, but I missed the old 2 hp system.
    So I tried a new technique and it appears to work well.

    Here is what I did:

    > Added 1 HP to all units. If its too unbalanced email me @ ntkb@ghostdogs.net I would like some feedback on balance.
    > Doubled unit attack bonuses. Example: If a skirmisher recieved a +6 vs Elephants, he now has a +12. Pikemen had +4 vs horses, now its +8, etc. Also doubled charge bonnus to retain shock value of cavalry.
    > Doubled missile damage. Pilum did 15 damage, now they do 30. This allows a volley of missile fire to kill as it should, while allowing melee to be more prolonged.
    > VERY MINOR tweaks to certian stats on units like Spartan hoplites and other elite units.
    > Peasants units are left at 1 HP. #$#*& em. I never liked fighting all those stupid peasants anyway, now you should mop the floor with em.

    Enjoy!

    INSTALLATION:

    Put this file in your RTW/Data folder. MAKE SURE YOU BACK UP ORIGINAL FILES I WILL NOT BE HANDING OUT FIXES.

    NOTE: This MIGHT work with some other versions of RTR but not sure, I use RTR 5.4. If this file ruins your RTW installation its NOT MY PROBLEM. USE AT YOUR OWN RISK.

    ~ King Azzole

    DOWNLOAD:

    http://www.twcenter.net/forums/index...&id=1812006167

    Sorry but I have to link to TWcenter since I cannot host a zip file on this forum (eh?).
    Charge, repeat as necessary.

  2. #2
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: AzzMod RTR 5.4 PROLONGED BATTLES MOD

    Doesn't this screw over elephants and chariots onto the point of them being rather useless?
    You may not care about war, but war cares about you!


  3. #3
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: AzzMod RTR 5.4 PROLONGED BATTLES MOD

    onIf you want to host files at this site, look here
    and this looks usefull, battles are way to quick to end, theres no such thing as a proper meat grinder.

    How will this affect moral? will units still break as quickly?
    Last edited by Myrddraal; 03-12-2005 at 18:10.

  4. #4
    Lord, Cartographer and Poet. Member King Azzole's Avatar
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    Default Re: AzzMod RTR 5.4 PROLONGED BATTLES MOD

    OK, first off, this mod if for the RTR 5.4 mod.

    Elephants a chariots are still forces to be reckoned with, however they are much more realistic and not so uber as the game potrays them as the romans proved in real life at Zama. Either way, they still are the single most powerful unit in the game. And remember, there archers power was doubled just like any other missile unit. So there archers are still powerful... same for chariots.

    Morale is effected as normal, if you smash a unit from every angle with cavalry it will break, regardless of damage. HPs have nothing to do with it. As I mentioned before in another forum, What this mod mainly does is emphasize tactics and special units in the field battles, with Infantry mainly there to "hold the enemy in place," but in city battles, Infantry reigns supreme. With the extra HP you can really hold off alley ways and walls. Infantry shines in city battles.

    Either way, its much nicer to see battles lasting 30-180 seconds rather then 5-15 seconds.
    Charge, repeat as necessary.

  5. #5

    Default Re: AzzMod RTR 5.4 PROLONGED BATTLES MOD

    2hp messes up missile units. thought I would share that. Its was seen when RTR tried using 2 HP and had to change them back to 1HP.

    Lt
    LT_1956 Creator of SPQR: Total War


    SPQR:TW Mod forums

  6. #6
    Lord, Cartographer and Poet. Member King Azzole's Avatar
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    Default Re: AzzMod RTR 5.4 PROLONGED BATTLES MOD

    Actually, with double damage missiles it doesnt. Read the readme I posted it explains all ;)
    Charge, repeat as necessary.

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