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  1. #1

    Default The old unit stats...

    I've just started a campaign as my favourite STW faction the Shimazu. I've swept across the map, well turtled morelike, an my forces are now in yamashiro and ajoining provinces so establish a strong chokepoint. They, the Warrior monks and No Dachi Samurai, backed up with some heavy cavalry, yari samurai and a few others are now taking a well deserved rest... or are they? I'm not sure...

    I am playing STW/MI 1.02 on the hard difficulty Sengoku Jidai era, huge unit size. Now if memory serves me correctly the expert difficulty in STW works much the same way as in MTW, with the AI morale bonus? If not should I use expert difficulty, or should I use it anyway? It all seems alot easier than I remembered. Also I remember reading something, somewhere about the old STW unit stats being better than, I think, the STW/MI unit stats. I think it was Puzz3D that said something about this? I seem to remember it being much more difficult also. I didn't play too much of STW with MI as I'd already finished STW 1.12 on it's own several times when MI was released, and delayed buying it for quite a long time.
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  2. #2
    Weird Organism Senior Member Drisos's Avatar
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    Default Re: The old unit stats...

    Hi Caravel,

    About the Difficulties, I think that they work like this;

    Easy; all AI units behave like the have 1 honour less then they have.
    Normal; all AI units behave like they should. It's 'fair' this way.
    Hard; all AI units behave like they have 1 honour more then they have.
    Expert; all AI units behave like they have 2 honour more then they have.

    I might be wrong though, could be that this is Rome stuff my memory is too just too full with all kinds of slight memories on this kind of stuff.

    However I'm confident Puzz3d will know this and tell us if I'm correct of if not what's the real system. He never really liked the 1.02 stats, preferred other stats, but of course for details to why etc he's the man to contact. (I guess he's still around now and then. )

    I don't remember anything about the skill of STW original.. grr it's been sooooo long ago and I doubt I ever played on hard or expert at it, before I reached a point where I could have, I got myself WE and was playing that instead.

    - Chu - Gi - Makoto - Rei - Jin - Yu - Meiyo -

  3. #3

    Default Re: The old unit stats...

    I did the exact same question at the .com last summer and this is Puzz3D's reply post:

    (by the way i play with his suggestions and it is much better).

    STW v1.12 stats incorprated into the two STW/MI compatible .txt stat files.

    -------------------
    Troopstats.txt
    -------------------

    Projectile type: NONE = 0, LONG = 1, MTLG = 2, ARQB = 3, MSKT = 4, NINJ = 5
    Unroutable: true = 1, false = 0
    Marching speed: 1 - 24
    Running speed: 1 - 24
    Charging speed: 1 - 24
    Minimum turning speed: 2 - 8
    Maximum turning speed: 2 - 8
    Max turning angle whilst in motion: 8 - 256
    Speed at which soldier turns towards the direction of motion 8 - 8
    Space between neighbours left and right: 30 - 125
    Space between neighbours back and front: 30 - 125
    Enemy engagement proximity threshold: 500 - 2000
    Charge bonus: -6 - 12
    Melee bonus: -6 - 12
    Defence bonus: -6 - 12
    Armour level: 1 - 12
    Honour level: -4 - 8
    Ammo ( arrows or bullets ): 0 - 255
    Unit size (based on 60)


    SamuraiArchers
    {
    1, 1, 6, 10, 10, 2, 8, 8, 256, 75, 75, 500, 2, 0, 0, 1, 0, 28, 60
    }

    YariSamurai
    {
    0, 1, 6, 10, 10, 2, 8, 8, 256, 75, 75, 1500, 0, 0, 2, 3, 2, 0, 60
    }

    Naginata
    {
    0, 1, 4, 8, 8, 2, 8, 8, 256, 75, 75, 1500, 4, 0, 6, 5, 4, 0, 60
    }

    Nodachi
    {
    0, 1, 7, 12, 12, 2, 8, 8, 192, 75, 75, 1500, 8, 5, -2, 1, 8, 0, 60
    }

    CavalryArchers
    {
    2, 1, 8, 20, 20, 2, 8, 8, 64, 115, 125, 500, 3, 1, 2, 3, 0, 28, 60
    }

    HeavyCavalry
    {
    0, 1, 8, 20, 20, 2, 8, 8, 8, 115, 125, 1500, 5, 2, 6, 5, 4, 0, 60
    }

    YariCavalry
    {
    0, 1, 10, 24, 24, 2, 8, 8, 8, 115, 125, 1500, 8, 2, 3, 3, 2, 0, 60
    }

    YariAshigaru
    {
    0, 0, 7, 12, 12, 2, 8, 8, 96, 75, 75, 1500, 0, -1, -1, 2, -4, 0, 60
    }

    Phantoms
    {
    0, 0, 7, 12, 12, 2, 8, 8, 96, 75, 75, 1500, 0, -1, -1, 2, -4, 0, 1
    }

    Arquebusier
    {
    3, 0, 7, 12, 12, 2, 8, 8, 128, 75, 75, 500, 0, -6, -3, 2, -4, 40, 60
    }

    Musketeer
    {
    4, 0, 7, 12, 12, 2, 8, 8, 192, 75, 75, 500, 0, -6, -3, 2, -4, 40, 60
    }

    WarriorMonk
    {
    0, 1, 7, 12, 12, 2, 8, 8, 256, 75, 75, 1500, 4, 5, 2, 1, 8, 0, 60
    }

    A_Ninja
    {
    5, 1, 8, 18, 18, 2, 8, 8, 256, 75, 75, 300, 4, 8, 4, 4, 8, 100, 12
    }

    A_SwordsMan
    {
    0, 1, 10, 16, 16, 0, 8, 8, 256, 75, 75, 2000, 8, 18, 2, 8, 8, 0, 1
    }

    A_Mongol_Javelin_Thrower
    {
    6, 0, 7, 12, 12, 2, 8, 8, 192, 75, 75, 400, 0, 0, 0, 5, 0, 4, 60
    }

    A_Mongol_Spearman
    {
    0, 0, 6, 10, 12, 2, 8, 8, 256, 75, 75, 1500, 0, 0, 1, 2, -1, 0, 60
    }

    A_Mongol_Polearmsman
    {
    0, 0, 5, 8, 10, 2, 8, 8, 256, 75, 75, 1500, 4, 2, 4, 4, 0, 0, 60
    }

    A_Grenadier
    {
    7, 0, 6, 8, 10, 2, 8, 8, 256,100,100, 100, 0,-6, -3, 2, 4, 3, 20
    }

    An_Ashigaru_Xbowman
    {
    8, 0, 7, 12, 12, 2, 8, 8, 96, 75, 75, 500, 0, -6, -3, 1, -5, 16, 60
    }

    A_Nijinata_Cavaleryman
    {
    0, 1, 8, 16, 20, 2, 8 , 8, 8,115,125, 1500, 4, 5, 2, 4, 8, 0, 60
    }

    A_Mongol_Light_Cavaleryman
    {
    2, 0, 10 ,26, 26, 2, 8, 8, 128,125,140, 1500, 4, 2, 2, 4, 4, 28, 60
    }

    A_Mongol_Heavy_Cavaleryman
    {
    0, 0, 10,20, 24, 2, 8, 8, 128,125,140, 1500, 6, 4, 4, 5, 8, 0, 60
    }


    -------------------
    Projectiles.txt
    -------------------

    Projectile-type related stats:-

    Length, Frequency, Range, Speed, Accuracy, Power, Reload, Is a gun?, Is Waterproof?

    Longbow
    {
    25, 11, 5000, 150, 0.6, 0.5, 4, 0, 1
    }

    Mounted Longbow
    {
    25, 11, 5000, 150, 0.4, 0.5, 4, 0, 1
    }

    Arquebus
    {
    0, 15, 4000, 200, 0.07, 4.0, 30, 1, 0
    }

    Musket
    {
    0, 15, 5000, 250, 0.12, 4.0, 21, 1, 0
    }

    Ninja Star
    {
    0, 5, 1200, 100, 0.5, 1.0, 3, 0, 1
    }

    Javelin
    {
    0, 5, 1500, 90, 0.15, 2.0, 3, 0, 1
    }

    Grenade
    {
    0, 5, 1300, 80, 0.03, 6.0, 6, 0, 0
    }

    Crossbow
    {
    10, 5, 4000, 250, 0.15, 3.0, 15, 0, 1
    }

    -----------------------------------------------------

    Notes:

    The cost of warrior monks was raised in STW/MI v1.01 from 500 koku to 550 koku because they were slightly inderpriced.

    You could give HC a bit more offensive punch by shifting a combat point from defense to melee making it a 3/5 (melee/defend) instead of the original 2/6. HC were supposed to defeat warrior monks decisively in STW v1.12, but they didn't because the charge bonus didn't work properly. Moving one combat point from defend to attack should help them.

    Overall you could increase cavalry charge values by a couple of points if you want more effective cavalry. An increase of 4 charge points is roughly equivalent to an increase of 1 melee point which is a 20% increase in combat effectiveness.

    The new MI units for the Sengoku period: kensai, ninja and naginata cavalry are a problem. Keep in mind that these new units were not balanced very well in STW/MI v1.00. The NC is the easiest to fix because the problem is that it's a WM stat unit with higher mobility and armor that only costs 450 koku. The cost is about 20% less than a WM, so that would translate into removal of 1 combat point making it a 4/2 (melee/defend) rather than 5/2. The value of the mobility and armor is harder to assess, but I would say take away another combat point making it a 3/2 , increase running speed from 16 to 20 and increase charge from 4 to 6.

    The kensai and ninja are much harder to adjust since their small size and high melee capability gives them large battlefield upgrade possibilities. The kensai could be given less armor to make him more vulnerable to range fire and some of his combat power could be shifted from melee to defend. His running and charging speed should probably be lowered as well. The ninja should probably have less but more effective stars, and its running and charging speed should definitley be lowered from 18 to more like 12.

    The muskets could be made to fire in rain if that's what you want by changing the "is waterproof" parameter from 0 to 1. In STW v1.12, they did not fire in rain, but they were supposed to and they did in STW/MI. The battle engine automatically gives them 25% misfires in light rain, 50% misfires in medium rain and 75% misfires in heavy rain.

    The Mongol era units are very difficult to balance due to the extreme pricing of some of the units.I haven't made any adjustments to them in these files. The unit costs are internal to the exe, and can't be change.

    I don't think you can change unit training times, but I'm not certain of that.

    To clarify the stats I posted here. They are the STW/MI v1.0 stats except for the original STW v1.12 units which I returned to their original STW v1.12 values. The changes CA made to the original STW v1.12 units for STW/MI v1.0 degrade unit balance in the Sengoku Period. Those changes CA made were:

    1. Samurai Archers were changed from 0/0 (melee/defend) to 0/-1
    2. No-dachi were changed from 5/-2 (melee/defend) to 6/-2
    3. Guns were both changed from power 4.0 to power 16.0
    4. Muskets were changed from is waterproof = 0 to 1 so that they fired in rain which is how they were supposed to be in STW v1.12.

    The change to the power of guns is particularly non-sensical because values greater than 8 do not increase the effectiveness of the volley. The system saturates at power = 8. Also, javelins were speed = 80 which prevented them from firing their full 1500 range, and we changed this in the v1.02 beta stat to 90 so that they can fire the full 1500 range.
    Last edited by Noir; 01-15-2007 at 17:37.

  4. #4

    Default Re: The old unit stats...

    Thanks Drisos and excetchzebe1.

    Caravel

    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  5. #5

    Default Re: The old unit stats...

    The main reason original STW v1.12 was harder is that the AI can spend money it doesn't have. So, AI clans can build and train stuff without any building or support cost limitations. Some clans may not do that due to the different clan personalities. Hojo will eventually train huge armies because it gets a discount on castles so it builds them everywhere which gives them a lot of training sites. I also remember seeing a Mori horde in a Takeda campaign, but it wasn't as big as the Hojo hordes I saw reported which could attain a size of 30 full stacks in a single province.

    The v1.12 stat itself will give somewhat more difficult battles because combined arms is still important after guns arrive, and since the AI is very good at making advantageous matchups, combined arms gameplay helps it. In STW/MI v1.02, the guns are so strong they reduce the need for combined arms, and the AI is not particularly good at using ranged units since it moves them around too much.

    The difficulty levels as I recall are:

    Easy: all your units get +4 morale.
    Normal: no advantage to either side.
    Hard: AI gets a 15% combat advantage (37% of an honor upgrade).
    Expert: AI gets a 30% combat advantage (75% of an honor upgrade) +4 morale.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  6. #6

    Default Re: The old unit stats...

    Well I've finished that campaign. I autocalced the last few battles. The final battle was against Usuegi in Sado province, which I did fight, though not very well. The AI is just not building enough, nor training enough units. I had accepted the Portuguese to keep my options open then built a new buddhist temple to lose the Daimyo's Christian status. I conquered the map using Warrior Monks and No-Dachi Samurai from Satsuma. I didn't build one border fort nor did the AI send many assassins my way.

    Puzz3D, I will try the old stats tonight. Many thanks for those. I have one question however.

    Code:
    Longbow
    {
    25, 11, 5000, 150, 0.6, 0.5, 4, 0, 1
    }
    I may be misreading it, but in my projectiles.txt the second from last value is omitted, I think. Also in my troopstats.txt the unit sizes are not there.

    I'm not worried about the Mongol units as I never play the Mongol campaign anyway, so I'll try the other suggested changes and see how it goes.

    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

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