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Thread: AzzMod RTR 5.4 PROLONGED BATTLES MOD

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  1. #1
    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?
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  2. #2
    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.

  3. #3
    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.
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  4. #4

    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
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  5. #5
    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 ;)
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  6. #6

    Default Re: AzzMod RTR 5.4 PROLONGED BATTLES MOD

    Did you know there is an easier way that will extend battles even longer than 180 seconds?

    At the end of an attack there is a 25, 1

    If you modify the 1 say to .3 you will have really long fights, this settings is hard to describe but what it does is lower the effective hits but doesnt unbalance anything, its really nice and works well, I helped out someone before with this.

    Also the 25 is swing rates, up it to 75 and attacks will be less I assume 25 is 2.5 second delay, 75 would be 7.5

    Hope this helps. I think its better than HP adjusting but test it and see what you like. I know 180 second battles are still very short, battles in SPQR can last an hour depending on size and one battle that had 10k men in it lasted 3 hours by one player. lol

    I'm just trying to help, nothing more.
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  7. #7
    Lord, Cartographer and Poet. Member King Azzole's Avatar
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    Default Re: AzzMod RTR 5.4 PROLONGED BATTLES MOD

    Thanks bro I appreciate it, but I dont think I want to spend 3 hours on one battle ;) I like it now with the 2 hps cause it lasts longer, but not THAT long and special units still work. I will do some tweak testing on those stats your talking about to see if I can come up with something better. THanks!
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  8. #8

    Default Re: AzzMod RTR 5.4 PROLONGED BATTLES MOD

    Quote Originally Posted by lt1956
    At the end of an attack there is a 25, 1

    If you modify the 1 say to .3 you will have really long fights, this settings is hard to describe but what it does is lower the effective hits but doesnt unbalance anything, its really nice and works well, I helped out someone before with this.
    Lower the effective hits... so the soldiers still swing in normal time but they have a lower chance of actually wounding?

    Did Jerome or any other CA member ever give us an explanation as to what this variable affected?
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