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  1. #1
    Masticator of Oreos Member Foz's Avatar
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    Default Re: The Shield Problem(s)

    Quote Originally Posted by Jambo
    By the way, how do we know "skill" only works to the front and right? How do we know it's not cumulative with the shield?
    Hmm... interesting question. We don't know it's not cumulative with the shield on the left. And frankly, I cannot think of a good way to test it. The only way possible is to have a unit get flanked in melee from their left. And even then, you'd have to set it up with the unit in one case having stats x/0/1 and the other having 0/x/1 to make sure you were able to see any difference that was there. The 1 shield point is to make sure skill is forced to right-side only in case shield points are relied on to make this happen. X should be fairly large, so there is a big difference in the unit's left defense value if skill is not applying there. Then of course you have to work the combat so the unit gets engaged from the front, then flanked... and I guess either time how long it takes to be wiped out, or judge by how many of the enemy units it is able to kill (should be less with x skill point case if it has less left defense due to skill not applying there, or ~same if skill does apply left). Of course this also introduces a lot more error into the testing as the player is required to maneuver around 2 units on the battlefield, and try to precisely engage the enemy left flank at the same time and in the same manner each time.


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  2. #2

    Default Testing and The Shield Problem(s)

    Quote Originally Posted by the_foz_4
    ... Of course this also introduces a lot more error into the testing as the player is required to maneuver around 2 units on the battlefield, and try to precisely engage the enemy left flank at the same time and in the same manner each time...
    the Foz, with all due respect to you and all the others who have done a marvelous job figuring out the intricacies of this bug, have you done any testing in multiplayer? it would remove a lot of the variability of AI control (with what goes on in the battlefield, as well as any variables difficulty settings will throw in). it means greater ease in replicating any given maneuver or circumstance. for example, the early testing (at least from what it sounded like) in this thread always had to factor in the effects of charging, when what people wanted to test was effects of the shield in melee. by doing that in multiplayer you can just have both units walk into each other, removing any effects of a charge, and of having either unit designated as the "attacker".

    of course it helps to have an extra computer in the house that can actually run M2TW (i am amazed that my old computer with its radeon 8500 is actually able to).

    anyway, again, props to you guys for finding this bug and so throroughly searching for the best fix until the official one comes out.

  3. #3
    Senior Member Senior Member Carl's Avatar
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    Default Re: Testing and The Shield Problem(s)

    Quite clearly the 2HS units are underpowered. In fact, I'd argue they were underpowered to start with. Maybe giving them a deserved ap attribute and a slight hike in attack would balance them out? Still, it's hard to see how the Highland Nobles and the 2HS HRE units can be easily balanced with the proposed shield fix - certainly nothing intuitive immediately springs to mind. It's interesting to see you mention that the DEKs with their lofty 21/13 stats and the ap attribute were considered balanced. These guys became monsters with the fixed animation. I guess I'll just have to try the fix and see for myself.
    Genrally giving 2-H swords AP and +2 attack helps. But DGK are still too expensive for their power. On the other hand this was true in vanillia anyway too IMO.

    DEK still beat any other non-pike infantry out their with all the fixes but they do suffer losses and don't tottally walk all over things like they did before. It's just that (as their stats suggest), they are the best infantry in the game in general melee.
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  4. #4

    Default Re: Testing and The Shield Problem(s)

    Just a comment from the history over balance peanut gallery:

    Most of the spearmen in M2TW (and in corrosponding periods of history) are using a normal spear, about 6 feet long, with ONE hand. Considering that they are holding it around the mid point, that isnt a very big reach advantage. Setting the spear on the instep would mean that 2 feet or so would be "used up" going from the foot to the hand.

    The popularity of the spear in history stems more from its ease to make and cheap production than any cavalry killing magic. It is a dagger on a stick: cheap easy to create and easy to use. It's benefit against cavalry is more about it's reach in melee that allowed you to poke at mounted opponents chest rather than bonking his knees with a club.

    Long spears and pikes are a totally diffrent story though. They ARE designed to kill cav and out-distance a lance. However, their length makes them unweildy as a melee weapon unless they are packed together in a strong formation.

  5. #5
    Senior Member Senior Member Carl's Avatar
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    Default Re: Testing and The Shield Problem(s)

    Long spears and pikes are a totally diffrent story though. They ARE designed to kill cav and out-distance a lance. However, their length makes them unweildy as a melee weapon unless they are packed together in a strong formation.
    Well according to the unit descriptions, every spearmen above Town Militia has a "Long Spear". as you put it. the in game animations don't allways match reality. Town Militia for example look nearly identical to Militia Spearmen, yet one has a short spear and the other a long spear according to the descriptions. does raise a lot of WTF moments mind.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  6. #6
    Evil Overlord Member Kaidonni's Avatar
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    Default Re: The Shield Problem(s)

    Will this shield fix bug be compatible with other mods, such as Lusted's LTC? Oh...just occured to me that he balances units in his mod, so it'd mess with the changes he made, wouldn't it? Or would it still be compatible, just changing the units?
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  7. #7
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: The Shield Problem(s)

    Will this shield fix bug be compatible with other mods, such as Lusted's LTC? Oh...just occured to me that he balances units in his mod, so it'd mess with the changes he made, wouldn't it? Or would it still be compatible, just changing the units?
    After testing the shield fix i do not recommend it as other changes i've made unbalance things if you use the shield fix. I will be using the shield fix in 2.1, i just need to balance some other things.

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