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Thread: Rebalanced unit stats and 2 handed bug workaround.

  1. #1
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Rebalanced unit stats and 2 handed bug workaround.

    http://www.twcenter.net/forums/showp...5&postcount=80

    That post contains a modified EDU that has the following fixes/rebalances in it.

    It can only be used with the mod switch feature, Olmsted has written a great post about how to set that up here:

    http://p223.ezboard.com/fshoguntotal...art=21&stop=40

    And here is the list of fixes/rebalances. Be warned, some of the stats will be very misleading, but they are balanced.

    -increased cost of all cavalry units by 200 florins to balance things out, and increased upkeep for elite cavalry units.
    -increased cost of artillery in campaign a lot to stop ai from building lots of it
    -fix for units with 2 handed bug, they now fight in melee and against cavalry
    -rebalancing of stats in line with this
    -Byzantine Infantry, Varangian Guard and Kataphraktoi made more powerful to make the Byzantines better
    -Crusader units available in custom battle for catholic factions
    -billmen made more powerful
    -artillery have longer range
    -units armed with longbow have longer range and slightly increased damage
    -Venetian Archer And Venetian Heavy Infantry armour upgrade fix(in vanilla M2Tw the armour upgrades are the wrong way round, i've fixed it)
    -Jihad units available to Muslim factions in custom battle
    -Pavise Crossbow Militia, and both Genoese Crossbow units made less powerful as they are unbalanced in vanilla. Also cost will be edited so hopefully the ai builds more balanced armies in the campaign.
    -more mercs in custom battle rosters for some factions
    -spearmen more effective against cavalry
    -peasants stats reduced.

  2. #2

    Default Re: Rebalanced unit stats and 2 handed bug workaround.

    The guys at TWC do great work but sadly, the only fixes likely to help MP are official ones. Only a patch from CA will be recognised

    .....Orda

  3. #3
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Rebalanced unit stats and 2 handed bug workaround.

    Oh yes i realise this is just a single player fix, especially as it can only be used using the mod switch feature, but hopefully this will help guid Ca towards more balanced stats in patches.

  4. #4
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Rebalanced unit stats and 2 handed bug workaround.

    Lusted, great work! By the way, would you have a version of your mod that includes just the 2H fix?

  5. #5
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Rebalanced unit stats and 2 handed bug workaround.

    Quote Originally Posted by Lusted
    -Venetian Archer And Venetian Heavy Infantry armour upgrade fix(in vanilla M2Tw the armour upgrades are the wrong way round, i've fixed it)
    Is this made by reversing the ug_models in the descr_export_unit file? I'm not too interested in changing this if it is not.
    You may not care about war, but war cares about you!


  6. #6
    Member Member Zenicetus's Avatar
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    Default Re: Rebalanced unit stats and 2 handed bug workaround.

    Quote Originally Posted by Lusted
    -increased cost of artillery in campaign a lot to stop ai from building lots of it
    That should help, although I still think something is wonky with the AI's selection of units for an army. I just had a battle where the French invaded my territory with a single stack containing 10 catapult units and 7 crossbow units... and nothing else. Yah, just the thing to go up against my cavalry-intensive armies. At least the higher cost should reduce that kind of nonsense, and I don't think it will affect the player that much. My use of artillery is constrained more by movement speed than cost.

    The other stuff looks good. I might try this for my next campaign (Turks, probably).
    Feaw is a weapon.... wise genewuhs use weuuhw! -- Jebe the Tyrant

  7. #7
    Member Member Musashi's Avatar
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    Default Re: Rebalanced unit stats and 2 handed bug workaround.

    Quote Originally Posted by Kraxis
    Is this made by reversing the ug_models in the descr_export_unit file? I'm not too interested in changing this if it is not.
    That should work, yes, since from what I've seen the upgrade model strings in EDU are just labels for entries in the battle_models.modeldb file...
    Fear nothing except in the certainty that you are your enemy's begetter and its only hope of healing. For everything that does evil is in pain.
    -The Maestro Sartori, Imajica by Clive Barker

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