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  1. #1
    Senior Member Senior Member naut's Avatar
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    Default Re: MTW Pocket Mod: Summary, Download and Bug Reports

    The English are making far to many Hobilars. I was fighting against them as France and in nearly eavery province they had 6+ units of Hobilars, but almost no other types of unit.
    #Hillary4prism

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  2. #2

    Default Re: MTW Pocket Mod: Summary, Download and Bug Reports

    I've noticed that. They cannot be built in France anymore anyway, though the problem is more so the "unit choices" combined with actual unit availability. In vanilla MTW the AI spams them in Aquitaine anyway because it starts with the infrastructure. The remedy is to make other units available earlier and more cheaply than hobilars and to change the "unit choices" to make Hobilars less of a choice. At present the AI wants to build hobilars more than it wants to build Sergeants, Men at Arms or archers.

    -Edit: I've adjusted it but only for "POVERTY_STRICKEN()". I'll see what that does. I've already fixed Royal Knights in this respect btw. The AI should not want to build those at all now and should instead train Knights which are cheaper and faster to build but more costly to support.
    Last edited by caravel; 12-07-2008 at 13:14.
    “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

  3. #3

    Default Re: MTW Pocket Mod: Summary, Download and Bug Reports

    I've made some changes that basically restrict all early era ships to coastal waters only. I'm thinking that we need Early, High and Late era vessels with only the Late era fleets allowed into the deep sea regions, but for now we'll 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

  4. #4
    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: MTW Pocket Mod: Summary, Download and Bug Reports

    Quote Originally Posted by Cynewulf View Post
    I've made some changes that basically restrict all early era ships to coastal waters only. I'm thinking that we need Early, High and Late era vessels with only the Late era fleets allowed into the deep sea regions, but for now we'll see how it goes.
    That's not a bad idea. Can it be done without having to depend on the Compass, though? Just curious.
    "MTW is not a game, it's a way of life." -- drone

  5. #5

    Default Re: MTW Pocket Mod: Summary, Download and Bug Reports

    Hmm... the compass is a prerequisite for the third and fourth level shipyards, it is not needed for the ships themselves. At present it does not have effect as the ships that require the third level shipyard are high/late era only anyway. If we wanted to tie shipbuilding to the compass and gunpowder events only then we would have to remove the era restrictions currently in place and use the events to determine when ships become available. e.g:

    Dhow: From Early (Muslim/GH)
    Baggala: Compass (Muslim/GH)
    Boom: Gunpowder (Muslim/GH)

    Longboat: From early (Danes only)
    Barque: From early (Catholic/Orthodox - excluding Danes, Byzantine, Italians and Sicilians)
    Caravel: Compass (Catholic/Orthodox - excluding Byzantine, Italians and Sicilians)
    Cog: Gunpowder (Catholic/Orthodox - excluding Byzantine, Italians and Sicilians)
    Carrack: Gunpowder (Catholic/Orthodox - excluding Byzantine, Italians and Sicilians)

    Dromon: From early (Byzantine, Italians and Sicilians)
    Galley: From early (Byzantine, Italians and Sicilians)
    Firegally: Compass (Byzantine, Italians and Sicilians)
    Wargalley: Compass (Byzantine, Italians and Sicilians)
    Gungalley: Gunpowder (Byzantine, Italians and Sicilians)
    “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

  6. #6

    Default Re: MTW Pocket Mod: Units, Buildings and Unit Stats

    Hi,
    a suggestion that springs from the 1.0.9 beta playtest i did and need to post before i forget;

    LOCAL UNITS - flavor versus stack balance and battlefield balance

    CA gracefully provided a number of extra *local* units in the VI unitprod file that are used/barely used/not used.

    This in my opinion should be taken advantage in order to use the new info pics/sprites to add units that are faction/homeland specific rather than units that can be recruited by *everyone* that occupies the regions they can be built.

    This includes many cases you are aware of as the javelin units and the Slav Warrior units.

    The problems with such units are;

    1. They are very weak in the field and autocalc and get weaker as the ages change

    2. The AI preffers them, so they affect stack composition. Its really very easy to fight stacks full of javelins or stack warriors and the *flavor* is not worth this downgrading - neither the *the player enjoys the javelins so put loads in anyway* argument.

    3. The AI fails miserably to use them in the field. As with most hybrids the AI does not protect javelins with say spears against cavalry and their short range and skirmish use by the AI turns them into headless chikens once cavalry is unleashed.

    You have addressed this problem with eastern hybrids - desert archers are very resilient to medium charger cavalry (at least in deserts) and only knights can round them up like sheep as in vanilla.

    Consider addressing it for javs too - the vanilla Murabitins can be an excellent basis on which to base javelins; they should be units that are nearly immune to archer fire - large shield/pavise (but suffer from xbows and guns); units that can partially self resist cavalry (spear attribute that immunes them to horse charges) and also semidecent light infantry so they can be engaged by the AI and be felt.

    Increasing javelin range and desreasing ammo should also help in making them more useful to the AI - by the time they empty their loads faster than usual (since longer range and less ammo increase the possibilities of that happening) the AI will use them in melee sooner than he does and in this way they may actually help turn the tide of battles.

    4. Availability and upkeep. Two more achilees heels for these units. They are too easily recruitable and cost nothing to get and maintain. So the AI spams them as all know. By making them better fighters (see above) you can justify an increase in their cost and upkeep so that they are built as an icing to a besic force of spears/swords/cavalry/shooters by any faction that can use them and not their bread and butter.

    In essence only units that are recruitable in 1 province work well in this way - say the Swabian swords (decent but from single province) or the Avars in vanilla (again decent only 1 province) or the Alans.

    Units that need such treatments are the javelins, the slavs, woodsmen etc - the so called junk units.

    !it burnsus!
    Last edited by gollum; 01-12-2009 at 12:29.
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  7. #7
    Cthonic God of Deception Member ULC's Avatar
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    Default Re: MTW Pocket Mod: Units, Buildings and Unit Stats

    It may just be me, but unit rosters need to be reworked in my opinion so we the AI always has some form Spear/Sword/Shooter/Cavalry combination. Units such as the "Woodsmen", "Archer", "Spearman", and "Medium Cavalry" (all just examples) could be considered the basic level of unit production for European states, modified by that factions exclusive units. As to the Arabic and African nations, I am not sure what one would consider "basic" among them - Desert Archers, Bedouin Camelry, Arab Infantry, and Spearmen?

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