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  1. #1
    Masticator of Oreos Member Foz's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    With the pathfinding change, my units seem to have a sudden propensity for running directly away from a unit I've ordered them to engage. Don't know why it would go like that, but I'll play a little more with the number - I think it's making the unit wig out because it updates formation too often. Something like 1 m might be good enough.


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  2. #2
    Senior Member Senior Member Carl's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    hmm, I never got that, but then, I tend to like getting the enemy to charge me so...

    Thanks for the warning though, is anyone else getting this while using my mod?
    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

  3. #3
    Senior Member Senior Member Carl's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    V1.13 Now up guys, includes Trait/Ancillary fixes.

    As ever, tell me what you think, (I really need the feedback guys, I know theirs lots of you downloading it).
    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

  4. #4
    Masticator of Oreos Member Foz's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    Huzzah! They (cavalry) chase routers better now (for me at least). Instead of dispersing in every direction, they seem to regroup now and move toward the routers en masse (even after wading into them, killing most, and having some escape, they will tighten up and move on them again). They will sometimes stop cold and look like they're refusing to obey the order... but a little patience usually yields the unit forming up more or less cleanly, and riding straight into the hapless cowards you've targeted. End result seems to be that they take longer getting there due to adjusting the formation, but correctly engage the routing unit and therefore are actually effective once they get there. It's far from perfect, but what I'm noticing is markedly better than it was.


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  5. #5
    Senior Member Senior Member Carl's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    Double-Post, sorry.
    Last edited by Carl; 02-03-2007 at 13:11.
    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
    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    Nice work Carl. It's appreciated.

    I've one problem so far. DFK are severely beaten my DPK, a unit that is cheaper and fights without shield and has less armour. I agree that they have a powerful weapon and DFK should take losses but I don't agree that they should loose.
    I guess it's a deliberate design descision. Could you give your reasons, please?

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  7. #7
    Senior Member Senior Member Carl's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    No specific reason at all, I simply kept the basic stats for these units, the balance in this games seems to run something like this, (with all the fixes in place):

    S&S are missile resistant and resistant to light and medium Cav charges, so they make good all rounders with specific benefits vs. infantry.

    Spears: Highly Cav resistant for their price and somewhat missile resistant, however they are very weak in melee vs. other infantry and thus S&S beat them.

    2-Handers: They tend to have reversed stats compared to S&S units and also have AP attacks, thus they tend to beat S&S units. Their low defense makes them VERY vulnerable to missiles/Cav however with even Mailed knights able to inflict substantial losses with a frontal charge.

    Cav: Fast maneuverable and very powerful on the charge, very vulnerable to units with the Spear attribute and the lighter kinds can have severe issues with S&S units too. Very effective vs. both missile units and 2-Handers though, also good at flank attacks.

    The basic rules are:

    S&S beat spears, 2-Handers beat S&S, Cav bat 2-Handers, Spears beat Cav.


    Fairly basic RPS balance, although missiles, missile Cav, and Pikes throw Spanners into the works with Pike being utterly unbeatable from the front, but vulnerable to flank/rear attacks as well as missiles, and missiles being effective vs 2-Handers/Pikes but vulnerable to S&S/Cav.

    Thus I don't worry too much about DFK being beaten by DPK/DNK/DEK, (they are all identical except in name BTW), as thats exactly what these units are supposed to do, although like many I think the speed at witch they beat S&S is a bit high.

    A few last points:

    1. They have one of the highest upkeep values in the game so their is plenty of arguments for them to be good, (bearing in mind that CA have decided to use upkeep as part of the primary balance mechanism, something i don't agree with as it messes up custom/quick battle balance).

    2. After the effects of AP are factored in the DFK only have 15 defense, so they are only 1 point of defense better than the DPK and the DPK has 8 points better attack so it's hardly surprising the DPK are winning so easily.

    TO SUMMARIZE

    The reason boils down mostly to me liking the RPS balance that emerged after all the bug-fixing, coupled with the fact that DPK have severe disadvantages in some areas compared to DFK and thus having the DFK beat the DPK in melee would probably be IMBA. Lastly the stats difference isn't as big as it looks like and neither is the cost difference, AP negates much of the DFK's good defense whilst CA have, (stupidly IMHO), chosen to factor upkeep into the balancing act and as a result they only look right in the campaign where it becomes much more difficult to get large numbers of them.

    In custom However it's quite possible for Portugal to bring along 4 unit of them, and 4 units of Dismounted Conquistadors and 4 units of Pikes on top of Missile Cav and Foot missiles, so I agree it probably looks a bit OTT as Portugal is getting some seriously powerful combinations there.

    Hope that explanation Helps, and thanks for the appreciation, let me know of anything else you spot that worries you though, and tell me what you think of the above, (sure you will though).
    Last edited by Carl; 02-03-2007 at 14:00.
    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

  8. #8
    Senior Member Senior Member Carl's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    Thanks for the update, i though chasing routers felt better but I wasn't sure TBH.

    Thanks for the update.
    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

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