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  1. #1

    Default Charge-Project

    I have made a custom export_descr_unit.txt and I have been enjoying the changes in my campaign and custom battles.

    All the changes are pretty much global changes, meaning the units are still balanced and their charge/attack/defense stats were not changed. The changes are propotional. Only the billmen and the english noble knights (the billmen english) and the french dismounted nights (same like the billmen) received a small extra (spear bonus) but they should have it because they are suppose to be good aganist cavalry.
    Now I would like to know if any of you want to give this a test run.

    what to look for:

    -Improved Cavalry charge (they charge 99.9% of time)
    -Improved billmen and dismounted english knights (vanilla animations)
    -Improved charges all around , people earn their ranks quicker and take advantage of their charge bonuses
    -tighter fights (less spreading around)
    -furious battles

    Now, So people don't think I'm just imagining this, I need a few tester people, preferably 3 who knows what they are doing.

    You need to have a vanilla M2TW (vanilla animations) and use my .txt file with either a mod folder or with the --io switch.

    Please, If you don't know how to use the mod switch or how to implement this text file, I would recommend you to wait or go around the forum and read some tutorials.

    It would be best if these testers are experienced with the game's shortcomings (or features if you will) and can differentiate between how units behave in vanilla versus the one you get with this file installed.
    Also it would help if these testers are experienced and able to use the io-switch or the mymod-switch to be sure that their game is actually using my export_descr_unit.txt.

    thank you! - Just reply or pm me and I'll send you the file!
    Last edited by Lovasìjász; 12-31-2006 at 02:33.

  2. #2
    Masticator of Oreos Member Foz's Avatar
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    Default Re: Charge-Project

    I'm particularly curious what it is that you changed to make the cavalry charges behave differently. Is it actually controlled or heavily influenced somehow by a unit stat??? If so, have you been able to determine how or why?


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  3. #3
    Member Member Headlocked's Avatar
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    Default Re: Charge-Project

    Quote Originally Posted by the_foz_4
    I'm particularly curious what it is that you changed to make the cavalry charges behave differently. Is it actually controlled or heavily influenced somehow by a unit stat??? If so, have you been able to determine how or why?
    he changed the charge distance, from 45 to 80. (correct, HA?)

    Makes such a difference.. Surprisingly, Darthmod doesnt include this change.

    Applying Horse Archer's logic, Ive also changed the Infantry charge distance, from a typical 30, to 70.

    This seems to remove the old "front line charges in while the rest hold back", bug that is particular to infantry, by 100% (so far).

    Cheers,
    HDD

    i.e, Horse Archer, ive tested your mod already, and it works- Definately. I actually use 90 instead of 80, but dunno if there is a real difference.
    Last edited by Headlocked; 01-01-2007 at 01:04.
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  4. #4
    Confiscator of Swords Member dopp's Avatar
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    Default Re: Charge-Project

    Erm, no. That's was his OLD fix. His NEW fix does exactly the opposite.

    Preliminary testing indicates that units are now much more cohesive. Cavalry have 100% successful formed charges. Upon breaking the enemy they perform another weak charge with lances lowered and run down the routers. Infantry stay in formation better, but the rear ranks still take some time to catch up with the first few who charge in. Pikemen engage enemy with pikes lowered but quickly discard them for swords (their spear wall seems completely ineffective at stopping infantry AND cavalry from breaking into the formation).

  5. #5
    Member Member Headlocked's Avatar
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    Default Re: Charge-Project

    Quote Originally Posted by dopp
    Erm, no. That's was his OLD fix. His NEW fix does exactly the opposite.

    Preliminary testing indicates that units are now much more cohesive. Cavalry have 100% successful formed charges. Upon breaking the enemy they perform another weak charge with lances lowered and run down the routers. Infantry stay in formation better, but the rear ranks still take some time to catch up with the first few who charge in. Pikemen engage enemy with pikes lowered but quickly discard them for swords (their spear wall seems completely ineffective at stopping infantry AND cavalry from breaking into the formation).

    what, it reduces the charge distance?

    cos ive had implemented it into Darthmod and it seems perfect, no messed charges at all, and ive been playinh vh/vh venice for over four days....

    (happy to be corrected!)

    then infantry change is not 100%, for like 85% of charges go right, but still much much better.


    Cheers,

    HDD
    M2TW: DarthMOD Beta-Team Leader! Hella Yeah!
    http://www.twcenter.net/forums/showthread.php?t=74580

    M2TW: MOD - Increased Musket Smoke: version 1.3A
    http://www.twcenter.net/forums/downl...o=file&id=1119

    When you're Good, you're Good; when you're the Best, you're Irish!

  6. #6
    Confiscator of Swords Member dopp's Avatar
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    Default Re: Charge-Project

    He cut the charge distance in half for all units. Did you increase the charge range to 80 or did you use his new fix?

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