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Thread: Quilted armour.

  1. #1

    Default Quilted armour.

    In reality Quilted armour is highly resistant to arrows, so shouldn't it have an effect on how resitant your unit is to arrows (malchimoi, Ekdromoi, and Pantodapoi much?)
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  2. #2

    Default Re: Quilted armour.

    I know for the Ekdromoi is does, and thats why they have such a high armour rating. Unforunatly, armour counts as vs all weapons equaly, so you can't set it for some units to be more resistant to arrows.
    I shouldn't have to live in a world where all the good points are horrible ones.

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  3. #3
    Speaker of Truth Senior Member Moros's Avatar
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    Default Re: Quilted armour.

    pantodapoi have armour?

    Like Fondor YArds says the defence is the same for all weapons, it can't be specified for certain weapons.

  4. #4

    Default Re: Quilted armour.

    Quote Originally Posted by Gertgregoor
    pantodapoi have armour?

    Like Fondor YArds says the defence is the same for all weapons, it can't be specified for certain weapons.
    Err sorry Pantodapoi pikemen.

    I thought a shield rating was for arrows, armour for combat and skill for combat?
    [COLOR="Black"]Jesus's real name was Inuyasha Yashua!
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    What I'm showing here is that it doesn't matter how well trained or brave you are, no one can resist an elephant charge in the rear

    ~Fluvius

  5. #5
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Quilted armour.

    Quote Originally Posted by Olaf_The_Great
    Err sorry Pantodapoi pikemen.

    I thought a shield rating was for arrows, armour for combat and skill for combat?
    Armour protects from attacks from all sides, shields only from the left and the front (and from patch 1.3 it shield value double against missile weapons) and skill only from the front and is ineffective against missile attacks.
    Last edited by Ludens; 08-26-2006 at 19:57.
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  6. #6
    "Technocrat Politician" Member C.LVCIANVS's Avatar
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    Question Re: Quilted armour.

    Quote Originally Posted by Ludens
    Armour protects from attacks from all sides, shields only from the left and the front (and from patch 1.3 it shield value double against missile weapons) and skill only from the front and is ineffective against missile attacks.
    HI ALL!
    Sorry, but could be made a list of units' point of armour divided for equipment type? I mean: helmet = ... points, shield = ... points, etc. considering also the material, like bronze or iron... For example:
    GAESATAE: 4 points for the good helmet, 4 points for the big shield, and more for defence skill...
    MALA GEROAS: ......
    TRIARII:....
    And so on...
    THANKS !
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  7. #7

    Default Re: Quilted armour.

    Quote Originally Posted by C.LVCIANVS
    HI ALL!
    Sorry, but could be made a list of units' point of armour divided for equipment type? I mean: helmet = ... points, shield = ... points, etc. considering also the material, like bronze or iron... For example:
    GAESATAE: 4 points for the good helmet, 4 points for the big shield, and more for defence skill...
    MALA GEROAS: ......
    TRIARII:....
    And so on...
    THANKS !
    Like an actual Armour rating?
    Like...

    Sctuarii have leather and breastplate

    Breast plate-4 points

    Leather-6 points.

    Heavy leather/linthorax without scales-11 points

    Heavy leather/linthorax with scales-13 points

    Chainmail-13 points

    Chainmail with shoulder padding 14 points take away (Heavily armoured) trait(so they aren't as bad against units that attack the shoulders with a giant axe or hammer).

    Ect.

    Oh and units that have most of their armour on the front should have a skill rating instead of a armour rating with those factors.
    [COLOR="Black"]Jesus's real name was Inuyasha Yashua!
    Any computer made after 1985 has the storage capacity to house an evil spirit.
    Quote Originally Posted by Fluvius Camillus View Post
    What I'm showing here is that it doesn't matter how well trained or brave you are, no one can resist an elephant charge in the rear

    ~Fluvius

  8. #8

    Default Re: Quilted armour.

    Quote Originally Posted by Ludens
    Armour protects from attacks from all sides, shields only from the left and the front (and from patch 1.3 it shield value double against missile weapons) and skill only from the front and is ineffective against missile attacks.
    If this is true it is valid in 1.5 so my point in turn is valid.
    Thank you.
    [COLOR="Black"]Jesus's real name was Inuyasha Yashua!
    Any computer made after 1985 has the storage capacity to house an evil spirit.
    Quote Originally Posted by Fluvius Camillus View Post
    What I'm showing here is that it doesn't matter how well trained or brave you are, no one can resist an elephant charge in the rear

    ~Fluvius

  9. #9

    Default Re: Quilted armour.

    Given the limitations of the engine it doesn't make much sense to assign armor points to various sorts of equipment, especially since many a unit's defense has to be done in an abstract manner.

  10. #10
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Quilted armour.

    Quote Originally Posted by Olaf_The_Great
    If this is true it is valid in 1.5 so my point in turn is valid.
    Not really. Increasing Ekdromoi and Pantodapoi pikemen's shield rating will also make them more effective in close combat, but won't protect them from missile attacks from the back and right flank.
    Last edited by Ludens; 08-27-2006 at 13:45.
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  11. #11

    Default Re: Quilted armour.

    Quote Originally Posted by Ludens
    Not really. Increasing Ekdromoi and Pantodapoi pikemen's shield rating will also make them more effective in close combat, but won't protect them from missile attacks from the back and right flank.
    Well it does make sense, some hard thinking will fix that.


    Lets start with Malchimoi/Pantodapoi Phaltagite(sp)

    They have a armour rating of somewhere around 15, 3 is experience 8 is armour(all around the warrior) and 6 is shield.

    Now to get a bonus on missles you should

    raise 6 to 7 and decrease 8 to 7

    So he is the same as he would have been in combat but slightly better against missles, and pantodapoi in a phalanx will be one of the ultimate against arrows.

    I'm afraid the "Front and left side" thing will be a tad bit hard to manage though.
    Last edited by Olaf The Great; 08-27-2006 at 16:47.
    [COLOR="Black"]Jesus's real name was Inuyasha Yashua!
    Any computer made after 1985 has the storage capacity to house an evil spirit.
    Quote Originally Posted by Fluvius Camillus View Post
    What I'm showing here is that it doesn't matter how well trained or brave you are, no one can resist an elephant charge in the rear

    ~Fluvius

  12. #12
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Quilted armour.

    Quote Originally Posted by Olaf_The_Great
    I'm afraid the "Front and left side" thing will be a tad bit hard to manage though.
    That's the real problem. You cannot alter a unit's defense against missiles without altering his protection against melee attacks as well. Giving him a compensatory decrease in armour will result in making him more vulnerable in the back and the rear. To compensate for one weakness, you have to give them another. It stays unrealistic, whatever you do. Blame it on CA for being too lazy to include different armour types.
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  13. #13
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Quilted armour.

    Quote Originally Posted by Olaf_The_Great
    Like an actual Armour rating?
    Like...

    Sctuarii have leather and breastplate

    Breast plate-4 points

    Leather-6 points.

    Heavy leather/linthorax without scales-11 points

    Heavy leather/linthorax with scales-13 points

    Chainmail-13 points

    Chainmail with shoulder padding 14 points take away (Heavily armoured) trait(so they aren't as bad against units that attack the shoulders with a giant axe or hammer).

    Ect.

    Oh and units that have most of their armour on the front should have a skill rating instead of a armour rating with those factors.
    We have a system like this.
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  14. #14
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: Quilted armour.

    I've done quite a bit of research and found that points put into shields are only 7/8th as effective as point put into armor at stopping ranged weapons.
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  15. #15

    Default Re: Quilted armour.

    The way it works is simple say you need 20 defence for melee balance purposes
    Full armour makes units walking tanks that can only be killed by elephants and artillery
    Full defense makes units die extremely quickly to ranged attacks and very weak from Behind
    Full sheild makes the units very resistant to ranged attacks but will make these units die very quickly from ranged or melee from behind

    Therefore you need not too much armour but enough to make these guys not die straight away from behind. Give units a bit of shield too to balance frontal
    melee and ranged attacks and the rest make up with defense skill. The problem is is you need ranged skill as giving units too much armour makes them l33t and giving them not enough makes them weak to ranged attacks from behind.

    THEREFORE the fact that a unit has a sheild should be totally irrelevent to the sheild stat and therefore worry with the balance purposes not the models.
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  16. #16

    Default Re: Quilted armour.

    Quote Originally Posted by fallen851
    I've done quite a bit of research and found that points put into shields are only 7/8th as effective as point put into armor at stopping ranged weapons.
    I believe this was changed in the newer versions of RTW? If i do remember correctly shields are almost twice as protective against missiles per point compared to armor, at least in 1.5.

  17. #17

    Default Re: Quilted armour.

    Quote Originally Posted by Darkarbiter
    The way it works is simple say you need 20 defence for melee balance purposes
    Full armour makes units walking tanks that can only be killed by elephants and artillery
    Full defense makes units die extremely quickly to ranged attacks and very weak from Behind
    Full sheild makes the units very resistant to ranged attacks but will make these units die very quickly from ranged or melee from behind

    Therefore you need not too much armour but enough to make these guys not die straight away from behind. Give units a bit of shield too to balance frontal
    melee and ranged attacks and the rest make up with defense skill. The problem is is you need ranged skill as giving units too much armour makes them l33t and giving them not enough makes them weak to ranged attacks from behind.
    As far as I can tell, they don't give units stats and then fill in the spots where every they want. Different types of armour give different points. *Geaves give 1, a good helm between 4-6, etc* and some goes for shield. Defensive skill is then awarded based on training, lifestyle, upbringing, and so on.


    THEREFORE the fact that a unit has a sheild should be totally irrelevent to the sheild stat and therefore worry with the balance purposes not the models.
    So the guys walking around with big old bronze shields shouldn't get the bonus that comes with it? You can't base unit stats for balancing and ignore the models. You'll end up with half naked germania units having 15 armour and heavy greek hoplites with 2 armour.
    I shouldn't have to live in a world where all the good points are horrible ones.

    Is he hurt? Everybody asks that. Nobody ever says, 'What a mess! I hope the doctor is not emotionally harmed by having to deal with it.'

  18. #18
    "Technocrat Politician" Member C.LVCIANVS's Avatar
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    Default Re: Quilted armour.

    Quote Originally Posted by QwertyMIDX
    We have a system like this.
    GREAT! That's the best!
    Could you post it?
    Try to sort it for materials:

    BRONZE
    Simple helmet: 2 points of armour
    Helmet with cheek guards (full): 3 points of armour
    Breastplate: ... points of armour
    ....
    Shields
    little shield: 2 points for shield
    medium: 3 pts
    large: .... pts
    ....

    IRON or STEEL?
    Simple helmet: 3 points of armour
    Helmet with cheek guards(full): 4 pts
    Chainmail: ... pts
    ....
    little shield: ... pts
    medium: ... pts
    large: .... pts
    ....

    OTHER MATERIALS (LEATHER...)
    ....

    And so on....

    It's the same for every culture in game?
    That's an easy, correct and balanced system!!
    Nobody would criticize it!
    Thanks everyone!
    °CAIVS^LVCIANVS°

    ..."Atqve nostris militibvs cvnctantibvs, maxime propter altitvdinem maris, qvi decimae legionis aqvilam ferebat, obtestatvs deos, vt ea res legioni feliciter eveniret: -"Desilite"- inqvit -"commilitones, nisi vvltis aqvilam hostibvs prodere: ego certe mevm rei pvblicae atqve imperatori officivm praestitero"-. Hoc cvm voce magna dixisset, se ex navi proiecit atqve in hostes aqvilam ferre coepit. Tvm nostri cohortati inter se ne tantvm dedecvs admitteretvr vniversi ex navi desilvervnt. Hos item ex proximis [primis] navibvs cvm conspexissent, svbsecvti hostibvs adpropinqvarvnt."

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  19. #19
    "Technocrat Politician" Member C.LVCIANVS's Avatar
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    Default Re: Quilted armour.

    Quote Originally Posted by Ludens
    That's the real problem. You cannot alter a unit's defense against missiles without altering his protection against melee attacks as well. Giving him a compensatory decrease in armour will result in making him more vulnerable in the back and the rear. To compensate for one weakness, you have to give them another. It stays unrealistic, whatever you do. Blame it on CA for being too lazy to include different armour types.

    And with different unit's projectiles (armour piercing for example) could be managed something? Making anti-armourpiercing projectiles- armours? Or adjusting projectile types??
    Thanks!
    °CAIVS^LVCIANVS°

    ..."Atqve nostris militibvs cvnctantibvs, maxime propter altitvdinem maris, qvi decimae legionis aqvilam ferebat, obtestatvs deos, vt ea res legioni feliciter eveniret: -"Desilite"- inqvit -"commilitones, nisi vvltis aqvilam hostibvs prodere: ego certe mevm rei pvblicae atqve imperatori officivm praestitero"-. Hoc cvm voce magna dixisset, se ex navi proiecit atqve in hostes aqvilam ferre coepit. Tvm nostri cohortati inter se ne tantvm dedecvs admitteretvr vniversi ex navi desilvervnt. Hos item ex proximis [primis] navibvs cvm conspexissent, svbsecvti hostibvs adpropinqvarvnt."

    C.IVL.CAESAR COS.
    "COMMENTARII DE BELLO GALLICO" -Liber IV, XXV.

  20. #20
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: Quilted armour.

    Quote Originally Posted by JeffBag
    I believe this was changed in the newer versions of RTW? If i do remember correctly shields are almost twice as protective against missiles per point compared to armor, at least in 1.5.
    No, I tested 1.5 when I found this out.

    Just in case QM comes here and posts his way of balancing stats (I don't think he will, but I can dream), I decided to post mine, which I will be using to rebalance .8 EB when it comes out. I believe I can do a better job than the EB team.

    Here is the most recent version of my stats, be sure to realize that fatigue and level are abstracts, and that missile numbers are so high because of the archer bug in 1.5:


    Equations:
    Select Level 1-10

    Morale = Level + 4
    Charge Bonus = (Level + Weapon (* 2 for cavalry spear, * 1.5 for other cavalry weapons) - Fatigue * 2) * 3
    Defensive Skill = Level - Fatigue
    Melee Attack = Level + Weapon - 1/2 of Fatigue
    Missile Attack = Level + Weapon
    Heat = fatigue * 4 (minimum of 2)

    Reduce Moral by 2 and Defensive Skill by 1 for Mercs.

    Always Round Up.

    No Charge Bonus for Phalanx Spears and Pikes.
    Pike fatigue is not added when caculating charge bonus or attack of secondary weapons of Pikemen.


    Weapons:

    Bow: +6
    Sling: +6
    Pila: +6, AP
    Javelins: +9

    Pike: +2, +1 fatigue, spear_bonus 8
    Spear: +3, spear_bonus 8
    Long Spear: +3, spear_bonus 8

    Mace: +4
    Axe: +4
    Two-Handed Axe: +7, AP, +1 fatigue

    Dagger: +1
    Short Sword: +2
    Gladius: +3
    Long Sword: +4
    Falx: +5, AP

    Sword/Axe/Mace Lethality is set at .55
    Spear Lethality is set at (needs to be researched)
    Cavalry Spear Lethality set at .49

    Armour:

    Light helmet: +1
    Medium helmet: +2, +1 to fatigue
    Heavy Helmet: +3, +1 to fatigue

    Heavy Cloth: +1
    Leather: +2
    Breast Plate : +2
    Mail: +5, +1 to fatigue
    Heavy Mail: +6, +1 to fatigue
    Plate Armour: +7, +2 to fatigue
    Heavy Plate Armour: +8, +2 to fatigue

    All cavalry suffer -4 defensive skill.
    Armour is reduced -3 for unarmoured mount with armoured rider (shield and leather/cloth does not qualify a rider as an "armoured rider").
    Armoured cavalry recieve +1 fatigue and automatically recieve "general horse".
    Units with light cloth or no shirt recieve minus 5 heat.

    Shields and Directional Armor:

    Greaves: +1, +1 to fatigue
    Pikeman Small Shield: +3
    Peltast Shield: +4
    Barbarian Shield: +5, +1 to armour, +1 to fatigue
    Hoplon: +5, +2 to armour, +2 to fatigue
    Large Barbarian Shield: +6, +2 to armour, + 2 to fatigue
    Tower Shield: +6, +3 to armour, +2 to fatigue


    ________________________________________________
    Last edited by fallen851; 08-29-2006 at 01:38.
    "It's true that when it's looked at isolated, Rome II is a good game... but every time I sit down to play it, every battle, through every turn, I see how Rome I was better. Not unanimously, but ultimately." - Dr. Sane

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  21. #21
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Quilted armour.

    I'm actually not the stats man anymore, TK has taken over that task so I can focus on a couple of my other jobs.
    History is for the future not the past. The dead don't read.


    Operam et vitam do Europae Barbarorum.

    History does not repeat itself. The historians repeat one another. - Max Beerbohm

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