Then reduce the mass of mounts, and you're set.Originally Posted by Carl
Then reduce the mass of mounts, and you're set.Originally Posted by Carl
Some people get by with a little understanding
Some people get by with a whole lot more - A. Eldritch
One of the changes i've made in my LTc is mod is to remove the charge bonus for light cav so HA no loger own spearmen, and reduce hev cav charge bonus so they don't wipe out armoured sergeants in a single charge. But i've also increased the mass of cavalry to make charges feel more realistic. Now testing the shield fix i've found late shield sword infantry very resistant to cav, when they shouldn't be considering that they're swordsmen. That, plus the fact that ap units are far too effective against late era units with the fix aren't really endearing me to this
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Should this not be the case? Don't forget that said shield sword infantry units are wearing and carrying enough metal to practically build a small tank, and have an 8 point advantage in defense over 2H AP units that in fact do get slaughtered by cav. It should be considerably harder for cavalry to make a dent in sword+shield units with them able to bring so much defense to bear against the charge. They do still take some losses from the initial charge, but are (and should be) in a better position defensively to hold against the ensuing melee sword assault of the cavalry, and once a horse is near you in combat, it shouldn't be very difficult to hit it with a sword.Originally Posted by Lusted
The real point, though, is that the sword+shield unit's stat sheets tell me they should survive a cavalry charge pretty well. More than likely it's just that you're so used to enjoying being able to plow into what ought to be high-armour units and win the day easily with cavalry that it's never occurred to you that maybe it doesn't make all that much sense.
I would also recommend working with the vanilla shield fix file as a baseline, as any changes you've made like lowering charge values and such will certainly affect your results. A fair number of shield guys should still die on initial contact, and I'm gonna guess the charge modifier is largely responsible for those kills. Just figured I'd mention this, since it's entirely unclear whether you've added the fix into your modified LTC file, or are actually working with the vanilla fixed version I provided. Also when I say using a 2H fix along, I mean an animation replacement fix, like zxiang's 2h fix, not replacing soldier types in the unit definitions, which could be another source of potential disparity.
That dosen't do anything for the effects against infantry though (and they are very important). I'm also not convinced we'll see the on contact MAD that occurs with them properly braced. Of course if you've tested it and you do see this. Fair enough.
Finially, which is easier. Moving a sheild value to the armour. Or adding the Sheild to the Defence Skill, AND rebalanmcing 2-hander stats, (which messes up auto-calc), AND playing with unit masses, AND implimenting some kind of fix for the lost Effects vs. Infantry?
It's clearly easier to transfer the sheild to the armour and makes the units perform as intended when engaged from the front and sides, (assuming defence skill affects a 180 degree arc when the sheild is set to zero as appears to be the case with 2-Handers).
You need to put those charge bonusus back in or it will mes things up. Likewise AP 2-Handers SHOULD be massacering sheild units. Pikes and AP 2-handers are the best late infantry, they are also sluaghtered by cav and archers (unlike Sword and sheild units). Noble Swordsmen with the Charge Bonuses back in correctly can tack on Mailed Knights, but Anything better massacres them with some, (but not massive losses).
To test this objectivly you need to use a fresh file set with ONLY the sheild fix, swaped animations, and if you ant, the pike fix. Anything else will skew things massivly in some way towards IMBA.
It's only cav charge bonuses i have reduced to stop them wiping out spearmen in 1 charge, but my reduction in cav charge bonuses has been sort of counteracted by my increasing cavalry mass.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
It could still be having knock on effects. anything with an 8 charge stat, (or one with 6 and very good stats), should decimates Sword and Sheild units. Your statment makes me belive this isn't happening for you and thats what prompted my post.
Sorry if i was a bit over aggressive about it BTW.
Last edited by Carl; 01-14-2007 at 23:53.
But it's clearly less in the spirit of the game, IMO. The TW games have always been about units having different defense on different sides. If they now have the same value for all sides for both melee and missiles, especially if the skill applies in a 360 arc without a shield as you seem to imply, then I am playing an Age of Empires game and not a TW game any more. We might as well dump everything into armor and forget about it.Originally Posted by Carl
And btw, I didn't notice any difference with bracing/not bracing.
Some people get by with a little understanding
Some people get by with a whole lot more - A. Eldritch
They won't brace when in Guard/Hold mode. Yiou must also be tottaly still, if you order them to move whilst reciving a chage they won't brace.
And defence on diffrent sides dosen't matter here. Leave the sheild value in and you get too high a defence on one side and almost no defence on the other. Lets also remeber that this is a GAME. It's meant to be a Balanced. With the sheild value still their and crazy defence values for sheild units and weakened 2-handers and other similar stuff the game isn't balanced at all, in or out of auto-calc. we allready know the sheild isn't working right against missile fire and may be effected by AP so theirs no point keeping it, and considering most sword units have a defence skill VERY similar to their sheild value, it doesen't actually change their left/right defence values by more than a point over what they should be with working sheilds. So with working sheilds you'd still be playing an AOE game not a TW game anyway. Except it isn't things like that that set the systems apart. It's the fact that the TW games actually include Startegy and complex Tactics as apposed to simpile ones. As an AOE player i can tell you that the fixed game STILL uses the rock/paper/scissors system that has dominated RTS so long, (with good rason). and at the basest level isn't much diffrent in terms of unit interaction in head on fights. It's things like Morale, Flank and Rear Charges, units instead of individual models and many other things that set the games apart. these introduce a lot of new tactics to the TW games that AOE can never have. The sheild fix dosen't change that one bit. it just makes units work more as intended.
p.s. it's 180, not 360.
Right... To each his own.Originally Posted by Carl
Some people get by with a little understanding
Some people get by with a whole lot more - A. Eldritch
Of course, Agree 100%. We each have our own veiw on how things should be, and are free to implement them like that in our mods.Right... To each his own.
I was mearly trying to point out that the sheild fix only really disfavours HA as a unit class in general. Whilst not fixing it disadvantages 3 classes. Spear units, Sword & Sheild Units, and Cav with a sheild. It might give them slightly better rear charge resistance and Enfidle fire resistance than we'd like. But overall it fixes a much bigger set of problems much more cleanly and without creating as many more and is thus a better fix in general IMO.
Last edited by Carl; 01-15-2007 at 03:13.
The shield into armor fix nerfs all missile troops Carl... Even with foot archers you generally try to flank because enfilade fire is the best kill rate of any attack type in the game... Making it so that archers can't do any better when flanking/rear firing makes them basically worthless (Which explains why you think the Scots are so good) whereas they're the best killers in the game without that kind of fix.
PS: I've stated this before but you seem not to believe it -- AP counts against shield as well as armor, so moving armor into shield doesn't make AP anything better.
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
Speaking as someone sitting on the sidelines (this is a very interesting thread)... comments like that make me very nervous about applying a "shield fix" to a full campaign game. At least, not without deep testing, in that context.Originally Posted by Carl
Someone mentioned up-thread that auto-calc is important because the AI uses it all the time, which is a crucial point. Every time you hit the "turn" button, the Ai is auto-calc'ing based on stats. I don't want to suddenly see the Mongols nerfed in the campaign game (just taking one possible example), because suddenly HA's are less effective.
Okay, back to lurking on this thread now.![]()
Feaw is a weapon.... wise genewuhs use weuuhw! -- Jebe the Tyrant
I have to agree with above. It almost sounds like you guys are trying to neuter the game.
A little bitter, eh? Last time I checked, historically, a good HA army (mongol/Byzantine/Turk) was suppose to do just that to a all infantry army.The days of your HA simply shooting half the enemy army to death and then running the rest down with formed charges are well over IMO.
While I feel its nice that we have the opportunity to 'balance' the games for ourselfs, it shouldn't be left to a small community of modders to decide how the game shall play for all of us. Already, when we are discussing strategy, its automaticly assumed that your using the '2H fix' and the 'Pike' fix. I can see this new 'sheild' Fix being mandatory for strategic discussion in the not too far future.
It is a shame that the shield does not contribute to melee fighting like it should. However, I still feel the idea that sheild values contribute negativly to defence in melee is still debateable. However, if it IS true, I would prefer to wait for a official patch.
Why? Well lets state the problem: We want our shields to have a effect in melee.
Well, of the possible solutions, the best two ways are to:
A: add sheild to the armour and 0 the shield value. This has the effect of nerfing the depth that CA took in simulating archery based combat. It also does not produce the above desired effect.
Why? Well lets talk about what happens when you add to armour.
There are three 'quadrants' of defense to each solder. The Front-Right, Front-Left, and Rear.
the Armour value adds to all three quadrants. The Skill value adds to the front Right, and the Shield value adds to the Front-left. So, Lets look at a vanilla DFK from a Quadrant perspective assuming the shield bug is true.
Front-Right: 7 Armour + 8 skill= 15 defense
Front-Left: 7 armour + -6 shield= 1 defense
Rear: Defense = 7.
Now add the Armour fix.
Front-Right: 14 armour + 8 Skill= 22 Defense
Front-Left: 14 armour + 0 shield.= 14
Rear: Defense = 14
This game is balanced under the assumption(not knowing of the shield bug) that DFKs are actually: 15, 13, 7 respectively, not 22, 14, 14. Thus, we get a unit that is overpowered in terms of the way this game was meant to be played. What -you- think is how it suppose to be doesn't matter as much. If you think Dfk's should be Zomg death knights, then great, mod your game...don't declare it a universal fix for everyone.
The other Fix:
B: Keep the shield value and add double the shield value to the skill value to offset the inverse effect sheild has on melee defense. This also does not produce the desired effect:
With this fix the DFK's Quadrants are
Front-Right: 7 Armour + 20 SKill(6*2+8)= 27 Defense(Zomg)
Front-Left: -6 Shield + 7 armour= 1 Defense
Rear: Defense = 7
So we get a Dfk who's Quadrants are 27,1,7. Crazy, but at least arrow fire will continue to work like its suppose too.
TO me, both of these 'fixes' are not really fixes at all. Assuming one used the Shield-to-armour fix..I think there is only way it could be done barring a official patch. You would have to go through every unit in the game and readjust their stats to balance accordingly with the new and improved shield units. With that goes hours upon hours of balance testing just like the designers went through when they made this game.
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