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  1. #1
    One of the Undutchables Member The Stranger's Avatar
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    Default Re: NTW unit layout

    but it doesnt work...

    We do not sow.

  2. #2
    Bopa Member Incongruous's Avatar
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    Default Re: NTW unit layout

    Yes I knew that because RTR tried to do exactly the same thing and failed so they just gave cavalry with un-armoured horses crape armour or very low

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  3. #3
    One of the Undutchables Member The Stranger's Avatar
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    Default Re: NTW unit layout

    grrrr, stupid, it can work but a whole new model, sprite and all must be developed. you should get a elephant, work it out to a horse but still be seen as a ele by the machine.

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  4. #4
    Bopa Member Incongruous's Avatar
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    Default Re: NTW unit layout

    Thats a good idea, I'll PM scion and see what he can do

    Sig by Durango

    Now that the House of Commons is trying to become useful, it does a great deal of harm.
    -Oscar Wilde

  5. #5

    Default Re: NTW unit layout

    What exactly are you after? Making a horse of the Elephant won't work without redoing the whole animation, and thats ALOT of work. (Remember the size and 3 diffrent riders. The horses wold allso be huge.)

    You can alter the weight/mass if the horses, to change the impact force when charging, but i guess it's bether give the heavy horses armour instead. Thats justst skinning and some moddeling, and i think that does the trick.

    It's a shame the game doesn't alow unit's to keap on fighting on foot, but when i play, this is just a minor issue compared to other things like the AI stupidity aso..

    -Skel-

    Age of vikings and fanatics: Total War

  6. #6
    One of the Undutchables Member The Stranger's Avatar
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    Default Re: NTW unit layout

    i already said it would be alot of work. we shouldnt do it though, its not worth it.

    We do not sow.

  7. #7

    Default Re: NTW unit layout

    HY,

    I´m working on a stats system for my own game too.

    Extra Class Colision Old New
    Non Combatant 0,7 0.7
    Infantry Very Weak 0.7
    Siege Fast 0,8 0.8
    Skirmish Weak 0.8
    Siege Slow 0,9 0.9
    Cavalry Very Weak 1 1
    Cavalry Weak 1
    Cavalry Average 1
    Cavalry Strong 1
    Cavalry Very Strong 1
    Chariot Average 1
    Chariot Strong 1
    Chariot Missile Average 1
    Chariot Missile Strong 1
    Camel Weak 1
    Camel Average 1
    Camel Strong 1
    Elephant Weak 1
    Elephant Average 1
    Elephant Strong 1
    Elephant Very Strong 1
    Ship 1
    Dog Weak 1
    Skirmish Average 1
    Infantry Weak 1
    Spearman Weak 1
    Dog Strong 1,2 1.2
    Skirmish Strong 1.2
    Infantry Average 1.2
    Spearman Average 1.2
    Infantry Strong 1,3 1.4
    Spearman Strong 1.4
    Infantry Very Strong 1,5 1.6
    Spearman Very Strong 1.6
    *As you might have noticed I have created some extra classes, so that it has became easier to assign new values to colision mass. The creation of the new classes has considered many other factors such as morale, training, mount type, etc.

    Extra Class Morale
    Old New
    Morale Poor 0 2
    2
    Morale Average 4 6
    6
    Morale Good 8 10
    Morale Excellent 12 14
    14
    Morale Heroic 16 18
    *when talking about morale it is important to notice that the game alrealy translates the meaning of the number. Ie: a unit with morale 2 will appear in game as low morale and a unit with morale 12 will appear as excellent

    Personal Skills
    Class Attack Bonus Defence Bonus
    Untrained 1 1
    Familiar 3 3
    Average 4 4
    Professional 5 5
    Specialist 6 6
    Elite 7 7
    Legend 8 8
    *It is important to remember that (despite terrain, colision mass and high grounds) attack values (plain personal effects) are a mix of Skill + weapon, as well as defence are a mix of skill + armor + shield + weapon. Skill is based on amount of training and on some special mental effects such as berserker fury.

    Weapon Types
    Class Attack Bonus
    Arrow Heavy 8
    Arrow Light 6
    Axe 1 Handed 8
    Axe 2 Handed 12
    Axe Trhow 6
    Bullet 4
    Dagger 4
    Dog Bite 4
    Falx 10
    Hatchet 4
    Head 4
    Javelin Heavy 8
    Javelin Light 6
    Mace 6
    Quarterstaff 4
    Spear Horse Heavy 8
    Spear Horse Light 6
    Spear Long Heavy 12
    Spear Long Light 10
    Spear Short Light 8
    Spear Short Heavy 10
    Sword Broad Long 8
    Sword Broad Short 6
    Sword Kopesh 8
    Sword Rhomphaia 8
    Sword Scimitar 8
    Sword Sickle 4
    Trident 6
    Warhammer 6


    Shield Size
    Class Defence Bonus
    None 0
    Small 2
    Medium 4
    Large 6

    Body Armour Class
    Armour Type AC Breast AC AC
    Pate Arms Legs
    Clothes 0 0 0
    None 0 0 0
    Leather Armor 1 1 0
    Padded Armor 1 1 0
    Ring Mail 2 1 1
    Studded Leather 2 1 1
    Brigandine 3 1 1
    Scale Mail 3 1 1
    Hide 3 1 1
    Chain Mail 3 2 1
    Splint Mail 4 2 1
    Banded Mail 4 2 1
    Bronze Plate 4 2 1
    Iron Plate 4 2 2
    Steel Plate 5 2 2
    *Hey, armours have always been piecemental. So it would produce a far richer effect to consider it. I mean there will be much more different armour values for units. It would be very boring to have 240 units with only 10 armour values

    Head Armour Class
    Armour Type Total Defence Bonus
    None 0
    Cap 0
    Coif Fabric 0
    Hat 0
    Coif Leather 0
    Coif Chain Mail 1
    Open Faced Helmet Leather 1
    Open Faced Helmet Bronze Plate 2
    Open Faced Helmet Iron Plate 3
    Open Faced Helmet Steel Plate 3
    Close Faced Helmet Leather 2
    Close Faced Helmet Chain Mail 2
    Close Faced Helmet Bronze Plate 3
    Close Faced Helmet Iron Plate 4
    Close Faced Helmet Steel Plate 4
    *To reach the final armour value just sum the head + piecemental values and ... voila !

    I have listed some weapon and armour. There could be more to add.

    I have checked the final values and they go a long way. Example:

    A Berserker should have a morale of 18 (heroic), with attack 19 (7 elite skill + 12 axe damage) (hey ! 19 is exactly the valilla value !), with defence 7 (piecementalk armour = 0 + 7 defence skill). A little better than vanilla, but, this little difference make it possible to reduce this unit´s overpowered hit points from 3 to 2, wich is more reasonable.

    In addition, it is very easy to correct over/underpowered values just by adjusting the skill effects. No need to alter the armour and weapon values because they are already balanced and are already piecemental. Piece of cake !

    By the way, all values are on a Excell sheet that should be able to export to txt an automatic working version of export_descr_unit.txt making it easy to edit unit stats. But ... it´s not finished yet.

    I´ll be here in case you want to discuss it !

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