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  1. #1
    Near East TW Mod Leader Member Cute Wolf's Avatar
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    Default Re: Changing all unit HP 1--> 2?

    you can't kill gaesatae?

    use some sphendenotai (with chevron is better), run behind them, made em fought a high defense melee unit, and pelt them with stone from behind ==> EPIC WIN

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  2. #2
    Member Member Intranetusa's Avatar
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    Default Re: Changing all unit HP 1--> 2?

    Quote Originally Posted by Cute Wolf View Post
    you can't kill gaesatae?

    use some sphendenotai (with chevron is better), run behind them, made em fought a high defense melee unit, and pelt them with stone from behind ==> EPIC WIN
    No, I am able to kill gaestate easily if I use tactics. However, I want to play the role of a typical Roman general - nothing but attack attack attack! This makes it more fun, more challenging, and when I take heavy losses, it limits my expansion rate.

    I just don't want to wait half an hour (even on triple speed) for my 10 principes/triaris to kill 2 units of gaestate blocking the city gate so the rest of my forces can bum-rush the center...

    And it's annoying how cavalry dies so easily against medicore troops - I want to use my medium cavalry (without good charge bonuses) to at least kill archers, and not have them get mauled in melee combat.
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  3. #3
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Changing all unit HP 1--> 2?

    Every unit would tire out and get demolished by 2HP reserve troops.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  4. #4

    Default Re: Changing all unit HP 1--> 2?

    2HP makes cavalry even weaker as it does for missile troops.
    I'd advise against it.
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  5. #5
    Member Member Intranetusa's Avatar
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    Default Re: Changing all unit HP 1--> 2?

    Ok, I decided to not change all 1hp to 2hp since it would be a complete pain having to change nearly every attack value to compensate.

    I decided to just lower the Gaestate's HP to 1, and raise its defense skill by 3 to 18, and increased its first attack value by 1 (stat_sec_14, 12 instead of stat_sec_13, 12). I'm not sure what the 2nd value is, so I just left it alone.

    Also raised all elephant hp by 1 (3->4, 4->5) and all chariot HP to 1 from 2 to 3.
    And decreased all long_pike and phalanx sarissa unit's shield values to 4 to make them have the same missile resistance as units with larger shields, and increased all long_pike and phalanx sarissa units by a defense value of 1.

    Currently I'm using TW_fanatic's hoplite tweak, so all classical hoplites have lowered armor/killing value but the short_pike attribute and a shield value of 6. I lowered the shield to 5, and increased the defense by 1. So it's slightly weaker while being more vulnerable, but still very resistant to missiles.

    Any comments/suggestions?
    Last edited by Intranetusa; 06-21-2010 at 04:34.
    "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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  6. #6
    Member Member Intranetusa's Avatar
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    Default Re: Changing all unit HP 1--> 2?

    So far,
    1 unit of Gaestate (61, large size) vs 1 unit of post-Marian cohort (103, large size), the Gaestate wins with 16 troops left.

    Two volleys of pila killed about 15 Gaestate at the start while Gaestate pila only killed 1 of the enemy. I guess because the Roman pila were AP and Gaestate pila were not?
    The Gaestate decimated the cohort at close quarters, but the casualty rate was a bit high considering the Gaestate costs 50% more.

    Nvm, the 2nd value is the charge attack value.

    I'm going to beef up the Gaestate's attack and defense some more and see if they fare better.


    EDIT:

    Changed all short_pike classical phalanx to .12 lethality. I think I'm going to remove all 2ndary sword weapons for classical hoplites if their spear is 17 and sword is 13-14 (if both have only .13 lethality, there's not much difference) so I can add short pike attributes to them.

    ie. Now Sacred Band hoplites fight like hoplite units with only the spear...

    With the Gaesatate attack value at 15, they beat the Praetorian cohorts. With their attack value at 14, they lose to Praetorians...





    2nd Edit/Update:
    At attack 14, defense 18, and hp at 1, Naked Fanatics work perfectly. They are about as strong as when they had 2 hp, 15 def, and 13 attack - but now they are much more vulnerable to missiles and from behind. Overall, they die faster but also kill faster.
    Chariots at 3HP also work great - they are more resistant to missiles and now they don't die by the dozen when you try to run them through an infantry line to break up formations... They still die quickly if they get stuck in melee with infantry of course, but overall they're more sturdy.
    =)
    Last edited by Intranetusa; 06-21-2010 at 07:54.
    "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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  7. #7

    Default Re: Changing all unit HP 1--> 2?

    I am trying to make battles go even slower, mainly by reducing killing rate, you should not be able to kill organized troops so quickly anyway. When they route, that's another story of course. But what is the easiest and most convenient way to achieve this? I don't want to reduce attack value of every unit after all, maybe I could reduce lethality of weapons?

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