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  1. #1

    Default Re: ALEXANDER EB

    Don't know where you'd get the .exe without buying the game

  2. #2
    Member Member Intranetusa's Avatar
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    Default Re: ALEXANDER EB

    Quote Originally Posted by Fleeb
    Don't know where you'd get the .exe without buying the game
    Didn't someone post it on filefront earlier? (a couple months ago)
    It was just the exe file.
    Last edited by Intranetusa; 03-13-2008 at 01:23.
    "Science without religion is lame. Religion without science is blind...but there is one thing that science cannot accept - and that is a personal God who meddles in the affairs of his creation."
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  3. #3
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    Quote Originally Posted by Fleeb
    Don't know where you'd get the .exe without buying the game
    And if you install the game you can delete alexander files and just leave the ALX.exe
    “Give me a place to stand and with a lever I will move the whole world.”

  4. #4

    Default Re: ALEXANDER EB

    i guess i'll have to undo my tweaks to the resources then, as they are not what they represent. another thing i've noticed is that you increased the charge bonus of units such as numidian cavalry to 63. this is equal to the charge of elephants and makes them obsolete in the game. why pay 23,000 and 5750 upkeep for 24 armoured indian elephants when you can get the same charge with numidian cavalry which only cost 2468 and 617 upkeep with 100 horses? the defensive values for numidian cavalry is noticeably less but if you have several of them they more than make up for the survival rate of elephants and no chance of going amok. i always thought the cost and upkeep for elephants should be lessened but their unique charge stats still made them useful for the rich. now they are just pointless.

  5. #5
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    Quote Originally Posted by Danzifuge
    i guess i'll have to undo my tweaks to the resources then, as they are not what they represent. another thing i've noticed is that you increased the charge bonus of units such as numidian cavalry to 63. this is equal to the charge of elephants and makes them obsolete in the game. why pay 23,000 and 5750 upkeep for 24 armoured indian elephants when you can get the same charge with numidian cavalry which only cost 2468 and 617 upkeep with 100 horses? the defensive values for numidian cavalry is noticeably less but if you have several of them they more than make up for the survival rate of elephants and no chance of going amok. i always thought the cost and upkeep for elephants should be lessened but their unique charge stats still made them useful for the rich. now they are just pointless.
    There are just numerous of issues that influence the strenght of ''mount units'' - for example .. do Charge bonus is great, the horse is light - which brings less damage than medium or heavy horse or chariot or elephant ... also there are other twekas that influence much more than any caharge bonus like lethality one ... lethality bonus is overall = 1, but for cavarly it was much lower.. like 0.3 or 0.8 ..etc. We have tweaked cavalry according to our cavalry expert MrMerisi that was a cavalry man in Rhodesia.

    There was open discussion on the ''EB cavalry balance'' issue on TWC, and we decided to listen to the cavalry man rather than some unclear sources

    Here is detail EDU guide ... also descr_mount.txt , bu that is another story

    Spoiler Alert, click show to read: 
    ; RTW Unit Details spreadsheet-generated unit descriptions
    ;

    ;Data entries are as follows
    ; Type The internal name of the unit. Note this not necessarily the same as the on screen name
    ; dictionary The tag used to look up the on screen name
    ;
    ;Category and class define the rough type of the unit. They're used for setting some
    ;default attributes and for determining where units go in formation amongst other things
    ; category infantry, cavalry, siege, handler, ship or non_combatant
    ; class light, heavy, missile or spearmen
    ;
    ; voice_type Used to determine the type of voice used by the unit
    ;
    ; soldier Name of the soldier model to use (from descr_models_battle.txt)
    ; followed by the number of ordinary soldiers in the unit
    ; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)
    ; followed by the collision mass of the men. 1.0 is normal. Only applies to infantry
    ; officer Name of officer model. There may be up to 0-3 officer lines per unit
    ; ship Type of ship used if applicable
    ; engine Type of siege engine used by unit
    ; animal The type of non ridden on animals used by the unit
    ; mount Type of animal or vehicle ridden on
    ;
    ; mount_effect Factors to add when in combat against enemy units that have the specified mounts
    ; Up to three factors may be specified, which may be classes of mount, or specific types
    ;
    ; attributes A miscellanious list of attributes and abilities the unit may have. Including
    ; sea_faring = can board ships
    ; hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere = defines where the unit can hide
    ; can_sap = Can dig tunnels under walls
    ; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
    ; can_run_amok = Unit may go out of control when riders lose control of animals
    ; general_unit = The unit can be used for a named character's bodyguard
    ; cantabrian_circle = The unit has this special ability
    ; no_custom = The unit may not be selected in custom battles
    ; command = The unit carries a legionary eagle, and gives bonuses to nearby units
    ; mercenary_unit = The unit is s mercenary unit available to all factions
    ;
    ; formation soldier spacing (in metres) side to side, then front to back for close formation
    ; followed by the same measurements in loose formation.
    ; followed by the default number of ranks for the unit
    ; followed by the formations possible for the unit. One or two of
    ; square, horde, phalanx, testudo, or wedge
    ;
    ; stat_health Hit points of man, followed by hit points of mount or attached animal (if applicable)
    ; Ridden horses and camels do not have separate hit points
    ;
    ;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
    ; stat_pri From left to right
    ; attack factorf
    ; attack bonus factor if charging
    ; missile type fired (no if not a missile weapon type)
    ; range of missile
    ; amount of missile ammunition per man
    ; Weapon type = melee, thrown, missile, or siege_missile
    ; Tech type = simple, other, blade, archery or siege
    ; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
    ; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
    ; Min delay between attacks (in 1/10th of a second)
    ; stat_pri_attr
    ; primary weapon attributes any or all of
    ; ap = armour piercing. Only counts half of target's armour
    ; bp = body piercing. Missile can pass through men and hit those behind
    ; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
    ; long_pike = Use very long pikes. Phalanx capable units only
    ; short_pike = Use shorter than normal spears. Phalanx capable units only
    ; prec = Missile weapon is only thrown just before charging into combat
    ; thrown = The missile type if thrown rather than fired
    ; launching = attack may throw target men into the air
    ; area = attack affects an area, not just one man
    ;
    ;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
    ;then the secondary weapon details refer to their attacks. If the unit has missile weapons
    ;the secondary weapon will be the one used for melee
    ;If the unit has a primary melee weapon, it may have a secondary side arm
    ; stat_sec As per stat_pri (a value of no means no secondary weapon)
    ; stat_sec_attr As per stat_pri_attr
    ;
    ; stat_pri_armour Details of the man's defences
    ; armour factor
    ; defensive skill factor (not used when shot at)
    ; shield factor (only used for attacks from the front of left)
    ; sound type when hit = flesh, leather, or metal
    ;
    ; stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
    ; As per stat_pri_armour, except that the shield entry is ommited
    ;
    ; stat_heat Extra fatigue suffered by the unit in hot climates
    ;
    ; stat_ground Combat modifiers on different ground types. From left to right
    ; scrub, sand, forest, snow
    ; stat_mental The base morale level, followed by discipline and training
    ; discipline may be normal, low, disciplined or imperuous. Impetuous units may charge without orders
    ; training determines how tidy the unit's formation is
    ;
    ; stat_charge_distance Distance from the enemy that the unit will begin charging
    ; stat_fire_delay Ectra delay over that imposed by animation, hetween volleys
    ;
    ; stat_food No longer used
    ; stat_cost Number of turns to build,
    ; Cost of unit to construct
    ; Cost of upkeep
    ; Cost of upgrading weapons
    ; Cost of upgrading armour
    ; Cost for custom battles
    ; stat_ownership List of factions and cultures that may have this unit
    “Give me a place to stand and with a lever I will move the whole world.”

  6. #6

    Default Re: ALEXANDER EB

    Quote Originally Posted by Maksimus
    There are just numerous of issues that influence the strenght of ''mount units'' - for example .. do Charge bonus is great, the horse is light - which brings less damage than medium or heavy horse or chariot or elephant ... also there are other twekas that influence much more than any caharge bonus like lethality one ... lethality bonus is overall = 1, but for cavarly it was much lower.. like 0.3 or 0.8 ..etc. We have tweaked cavalry according to our cavalry expert MrMerisi that was a cavalry man in Rhodesia.

    There was open discussion on the ''EB cavalry balance'' issue on TWC, and we decided to listen to the cavalry man rather than some unclear sources

    Here is detail EDU guide ... also descr_mount.txt , bu that is another story

    Spoiler Alert, click show to read: 
    ; RTW Unit Details spreadsheet-generated unit descriptions
    ;

    ;Data entries are as follows
    ; Type The internal name of the unit. Note this not necessarily the same as the on screen name
    ; dictionary The tag used to look up the on screen name
    ;
    ;Category and class define the rough type of the unit. They're used for setting some
    ;default attributes and for determining where units go in formation amongst other things
    ; category infantry, cavalry, siege, handler, ship or non_combatant
    ; class light, heavy, missile or spearmen
    ;
    ; voice_type Used to determine the type of voice used by the unit
    ;
    ; soldier Name of the soldier model to use (from descr_models_battle.txt)
    ; followed by the number of ordinary soldiers in the unit
    ; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)
    ; followed by the collision mass of the men. 1.0 is normal. Only applies to infantry
    ; officer Name of officer model. There may be up to 0-3 officer lines per unit
    ; ship Type of ship used if applicable
    ; engine Type of siege engine used by unit
    ; animal The type of non ridden on animals used by the unit
    ; mount Type of animal or vehicle ridden on
    ;
    ; mount_effect Factors to add when in combat against enemy units that have the specified mounts
    ; Up to three factors may be specified, which may be classes of mount, or specific types
    ;
    ; attributes A miscellanious list of attributes and abilities the unit may have. Including
    ; sea_faring = can board ships
    ; hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere = defines where the unit can hide
    ; can_sap = Can dig tunnels under walls
    ; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
    ; can_run_amok = Unit may go out of control when riders lose control of animals
    ; general_unit = The unit can be used for a named character's bodyguard
    ; cantabrian_circle = The unit has this special ability
    ; no_custom = The unit may not be selected in custom battles
    ; command = The unit carries a legionary eagle, and gives bonuses to nearby units
    ; mercenary_unit = The unit is s mercenary unit available to all factions
    ;
    ; formation soldier spacing (in metres) side to side, then front to back for close formation
    ; followed by the same measurements in loose formation.
    ; followed by the default number of ranks for the unit
    ; followed by the formations possible for the unit. One or two of
    ; square, horde, phalanx, testudo, or wedge
    ;
    ; stat_health Hit points of man, followed by hit points of mount or attached animal (if applicable)
    ; Ridden horses and camels do not have separate hit points
    ;
    ;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
    ; stat_pri From left to right
    ; attack factorf
    ; attack bonus factor if charging
    ; missile type fired (no if not a missile weapon type)
    ; range of missile
    ; amount of missile ammunition per man
    ; Weapon type = melee, thrown, missile, or siege_missile
    ; Tech type = simple, other, blade, archery or siege
    ; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
    ; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
    ; Min delay between attacks (in 1/10th of a second)
    ; stat_pri_attr
    ; primary weapon attributes any or all of
    ; ap = armour piercing. Only counts half of target's armour
    ; bp = body piercing. Missile can pass through men and hit those behind
    ; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
    ; long_pike = Use very long pikes. Phalanx capable units only
    ; short_pike = Use shorter than normal spears. Phalanx capable units only
    ; prec = Missile weapon is only thrown just before charging into combat
    ; thrown = The missile type if thrown rather than fired
    ; launching = attack may throw target men into the air
    ; area = attack affects an area, not just one man
    ;
    ;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
    ;then the secondary weapon details refer to their attacks. If the unit has missile weapons
    ;the secondary weapon will be the one used for melee
    ;If the unit has a primary melee weapon, it may have a secondary side arm
    ; stat_sec As per stat_pri (a value of no means no secondary weapon)
    ; stat_sec_attr As per stat_pri_attr
    ;
    ; stat_pri_armour Details of the man's defences
    ; armour factor
    ; defensive skill factor (not used when shot at)
    ; shield factor (only used for attacks from the front of left)
    ; sound type when hit = flesh, leather, or metal
    ;
    ; stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
    ; As per stat_pri_armour, except that the shield entry is ommited
    ;
    ; stat_heat Extra fatigue suffered by the unit in hot climates
    ;
    ; stat_ground Combat modifiers on different ground types. From left to right
    ; scrub, sand, forest, snow
    ; stat_mental The base morale level, followed by discipline and training
    ; discipline may be normal, low, disciplined or imperuous. Impetuous units may charge without orders
    ; training determines how tidy the unit's formation is
    ;
    ; stat_charge_distance Distance from the enemy that the unit will begin charging
    ; stat_fire_delay Ectra delay over that imposed by animation, hetween volleys
    ;
    ; stat_food No longer used
    ; stat_cost Number of turns to build,
    ; Cost of unit to construct
    ; Cost of upkeep
    ; Cost of upgrading weapons
    ; Cost of upgrading armour
    ; Cost for custom battles
    ; stat_ownership List of factions and cultures that may have this unit
    thank you for clarifying this. i will revert it back to the cavalry man's choice settings as he probably knows what he's doing.

    also, just to let you know. strat.txt in EB\Data\text folder clarifies what resources are which.

    {SMT_RESOURCE_GOLD} Large Vein Precious Metals
    {SMT_RESOURCE_SILVER} Small Vein Precious Metals
    {SMT_RESOURCE_IRON} Iron
    {SMT_RESOURCE_POTTERY} Specialized Crafts
    {SMT_RESOURCE_FURS} Slaves
    {SMT_RESOURCE_GRAIN} Bugged Grain
    {SMT_RESOURCE_TIMBER} Timber
    {SMT_RESOURCE_ELEPHANT} Elephants
    {SMT_RESOURCE_CAMEL} Mounts
    {SMT_RESOURCE_DOG} Salt
    {SMT_RESOURCE_PIG} Fish
    {SMT_RESOURCE_OLIVE_OIL} Olive Oil
    {SMT_RESOURCE_WINE} Wine
    {SMT_RESOURCE_SLAVES} Refugees
    {SMT_RESOURCE_GLASS} Grain
    {SMT_RESOURCE_MARBLE} Marble
    {SMT_RESOURCE_TEXTILES} Textiles
    {SMT_RESOURCE_PURPLE_DYE} Dyes
    {SMT_RESOURCE_INCENSE} Luxury Goods
    {SMT_RESOURCE_SILK} Honey
    {SMT_RESOURCE_WILD_ANIMALS} Wild Animals
    {SMT_RESOURCE_HIDES} Livestock
    {SMT_RESOURCE_TIN} Tin
    {SMT_RESOURCE_COPPER} Copper
    {SMT_RESOURCE_LEAD} Lead
    {SMT_RESOURCE_AMBER} Precious Stones

    i understand the bugged grain and refugees having no value, but honey?
    Last edited by Danzifuge; 03-13-2008 at 04:58.

  7. #7
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    Oh, yes, yes that is great .. well, either way if there is a strict and precise pattern of resource values tweaks, than the simple % addition to the existing ones is ok as a rule

    The EB way

    I will see some tweaks.. maybe there should be a bit larger disproportion betwean some resources like silk and gold verses others (but by a small % manly)

    And about cavalry tweaks, .. for EB 11 (after it is out) we will surely not mess with the charge bonus but the lethality and mount mass ... etc .. MrMerisi will be mostly in charge for that after EB 11 comes out.
    “Give me a place to stand and with a lever I will move the whole world.”

  8. #8

    Default Re: ALEXANDER EB

    another strange situation i'm noticing and maybe the campaign was made to be this way but when i play as maks i dont have an army near pella, but when i played as epirus there was.

    also, the first time i played as epirus i had decent populations in my cities, 2k+ and taras had some 4k. now the second time i dont have a city over 2k and taras is only 1,200. huh?

    also also, my profits took a plunge mid-turn without building anything. all i did was attack and annihilate a mak army. before the battle i was running -10k profits. after it said -14k??? this after multiplying the resource values by 4 (the 5 and 4 ones),6 (the 2.66 ones),and 8 (the 1.66 ones). on the other hand carthage runs at a nice profit after the first two turns of about 5k profit. the huge difference between these two factions profits after multiplying the resource values was something else i was afraid of. ultimately the infrastructure of all factions just needs to be tweaked to help out the little guy and hinder the bullies.

    another strange thing. i exterminated pella spreading 6k population and none of my cities increased in population. the very fact that pella had 8k while my epirote cities began with under 2k is kind of odd. hell i dont even have enough citizens and barracks to raise half a decent stack.

    EDIT: shortly after taking pella and replenishing my forces after a hard fought battle, i'm now running a profit of about 3-4k. thats a huge leap from -14k. i've conscripted the hell out of pella too.
    Last edited by Danzifuge; 03-14-2008 at 09:11.

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