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  1. #1
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default 2 Hander Testing

    I know a lot of people will avoid this thread because "2-hds are bugged" but if you download zxiang 2h fix at TWC, you'll think otherwise. Below are results of my in progress testing using the 2h fix.
    All tests are on default settings, on grassy plain. Medium AI (dont see how vhard AI would help in making one charge)
    Bill Militia vs Mounted Sarges
    (GKI is General Killed on Impact)
    The numbers represent individuals left at moment of rout or 0 for destroy before rout.
    8 GKI 62
    16 62
    38 GKI 67
    7 48
    9 57

    Billmen vs Mounted Sarges
    Same conditions are before all units set up in default ranks and tight formation etc.
    (GNK is General Not Killed before rout)
    5 GNK 54
    15 55
    20 GKI 66
    23 GKI 63
    8 GNK 54

    As these have been pretty bad, going to skip to Dismounted English Knights.

    DEK MS
    30 14 routed

    DEK Knights Hospitaller
    12 GKI 55

    So far as I can see with zxiangs 2h fix, they dont overpower cav, but if moved into the side, or its not a perfect charge..If zxiangs gets spread round, we might see some Billmen around (not likely)


    Those are the tests so far, more to come soon if anyone replies with the want/intrest in more.
    Last edited by pevergreen; 12-21-2006 at 14:48.
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  2. #2
    Bland Assassin Member Zatoichi's Avatar
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    Default Re: 2 Hander Testing

    The trouble with the animation fix is that unless you completely nerf the attack and charge values of the 2-Handed units, they become awesome anti infantry units - a unit of Heavy Bill Militia which costs only 300 florins to recruit will decimate a unit of Gothic Foot Knights, costing 800. This can't be right.

    Unfortunately, by messing with the stats so that the units play out better in real time conflicts, you are messing with the auto resolve stats, meaning that that battles the AI has independently of you will be affected. Coupled with this is the problem that the AI may not actually build any of these units if you've nerfed the stats down to a 'reasonable' level, especially if you've raised the cost of certain units to compensate for their new capabilities.

    I've spent a few hours doing one-on-one battles with Dismounted English Knights v Dismounted Chivalric Knights, and billmen versus Dismounted Feudal Knights, and I think I've managed to get the stats about right - the DEKs end up with a primary attack of 13 and a charge of 1 - they still will win every battle if they charge the DCKs, but it's much closer if they are receiving the charge. The billmen have ended up with attack 8 and charge 1, and will lose to the knights but put up a decent show for themselves - they are anti-armour after all, but still a much lower cost/tier unit.

    Unfortunately I just don't know how this will effect the campaign game if I'm not playing as the English - will the AI ever bother to build them?

    Sad to say, I don't think there's a global easy fix for this until someone can mod the actual animations themselves. Or until CA release the next patch with their fix.

    I think it's down to personal preference in the end - I'm happy with my rebalancing efforts in battles, but I'll have to play through a campaign or two to see if it's having a bad effect on the AI or not.

    I did get to the point during my play testing where I was sure the existing animation problem with them not attacking cavalry was less of a pain than the new problem of them being uber killing machines, but after all the work I'd put in I didn't want to admit defeat!

  3. #3
    Senior Member Senior Member Jambo's Avatar
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    Default Re: 2 Hander Testing

    Give them the two handed sword animation. It's less fast and much less powerful than the default animation in the proper fix. Then you don't have to dismantle their stats to such an extreme.
    =MizuDoc Otomo=

  4. #4
    Bland Assassin Member Zatoichi's Avatar
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    Default Re: 2 Hander Testing

    Quote Originally Posted by Jambo
    Give them the two handed sword animation. It's less fast and much less powerful than the default animation in the proper fix. Then you don't have to dismantle their stats to such an extreme.
    Really?

    GAH!

    Well, there you have it ladies and gentlemen - the 2 Hander fix! I'll give it a go when I get back from work...

  5. #5

    Default Re: 2 Hander Testing

    Sounds like a great compromise idea. Any suggestions as to which 2-handed swordsman to use for the replacement soldier (animation)?

  6. #6
    Senior Member Senior Member katank's Avatar
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    Default Re: 2 Hander Testing

    Zweihander seems to be a popular choice.

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