Thanks for sharing, units looks amazing :)
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Thanks for sharing, units looks amazing :)
Your guy there certainly took quite some beating! :)
Btw, didn't we already change those bright-red caps of the BG peasants? I remember it was one of my main whines a year or two ago.
I like high defensive values and prolonged battles. Casualties seems far to high - it will be more historicaly accurate with more taken prisoners than casualties (relativy low morale).
most casualities result after routing. they somehow didnīt count as prisoners. i for myself routed 4-6 enemy units and most casuaöties were inflicted there. the first quarter of my army routed after first intensive fighting (after 5 minutes) then the mid-tier units melted step by step. my cav was able to cause the same to the ai, but in the end they won the day.
It seems really strange... I'm waiting for video with whole battle, cause system seems interesting.
iīve just recorded a battle between the eastern roman empire and the norman duchies and will upload later. about 4.000 soldiers with a fair mix of mainly infantry with all qualities and some superheavy cav on both side. the battle starts after 4 min and last about 20 minutes. you will see the low tier units rout , regroup and reattack, also the enemy try to attack my flanks and units from the back, hide reserves and attack weak spots. iīve couldnīt use my cavalry as i wanted to and had to fix a unit of his best troops early on.
difficulty - medium
men deployed:
ere 2053 - lost 1060 - remaining 963 - killed 983 (282)
norman 1911 - lost 1281 - remaining 630 - killed 1137 (111)
http://fs2.directupload.net/images/150421/vpvbjshk.jpg
so about 50% of the enemy army could escape the battlefield or is catched up when fleeing. the normans killed(!) more soldiers than i was able to kill, but my recovery was fixing my numbers/losses.
Well that was pretty cool, I like the length on the battles.
I like the units stats system, perfect lenght of battle. And units realy look awesome.
I just love the BSG music. If we're using non-authentic one, remind me to post some more recommendations in the music thread (gotta go to work now). ;)
yeah, iīm a big fan of bsg :)
one thing that need more attention is the cavalry charge. itīs not that powerfull as it should be.
atm it donīt push as deep as a full running horse should do. iīm experiment with the masseffect. i also like mods where horses interrupt any formations with there presence, if they ride through.
looking at the video, only high tier units didnīt rout at all seems ok to me. the enemy general died early on, but his army keep fighting strong. most time units didnīt had much knowledge what happened in battle. regarding the routing/killing: if an army has no cav, the opponent could retreat quit alot of troops and fight back later. most units get all classes of interaction.
Hi, thanks for detailed video :)
I also like lenght of battles, but there are some things that I don't understand:
- unit without any armour have 6 armour value, unit with chainmail (armour resistant to sword, spear and most of arrows) - 9 !?
- varangian guard shield bonus counts also when using secondary weapon (2-handed axe) - so when using secondary weapon they seem to be overpowered (larger attack + shield bonus) comparing to shield + sword/spear infantry
- mounted and dismounted units have same defence statistics - despite unarmoured horses were much more vulnerable to attack
Prisoners: casualties ratio is still ubelievable but maybe this is cause of lack of light cavalry suitable for pursuing.
In my moddification I use high mass of horses (descr_mount file) - 300 kg hobby/mongolian horse has mass 15(!), reinessance barded horse - 32. Thanks to such huge values charging horses can overthrow infantry but not necessairly kill all of them - there is fine animation of rising men :) Unfortunately there is also animation that I really hate - sometimes men are thrown up into the air (I hope It is possible to remove It).
thanks for the feedback,
regarding the mass of horses - i will try this and see how this work.
@the stats, i used the battle_config.xml and leave the vanilla tgc stats as it was. so i couldnīt say much about this stats you see in the video - but i see your point :) i canīt say for sure, but tgc will use unitupgrades alot. so if the first tier unit seems to have no amour, this could change after the upgrades. in the end you have an amoured unit.
Great videos, thanks for sharing. The cavalry charge is definetely too weak at the moment, at times it looks like they get stuck on enemy infantry and they do a full stop before crashing into the ranks of the enemy. The units are all beautiful.
So stats I've seen in video aren't real stats?
TGC will be unique in almost all feature including unit stats!
Absinthia, Matthaeus and finally Koultouras searched deaply in stats creations and came along with a spesialised logic of unit stats.
Now Tartaros discovered more stats options and we will add those discoveries in to our mod.
No unit will be the "same" in anyone else in game when the mod will be released.
Everything...
Melee, range, fatique, armor, spesial abillities all...
I want to remind you our Lombard archers example:
They will have a realy leathal bow in long range (the best archers in the west).
But they will have a small knife and no armor at all!
So..as archers they will be superb!
As melee fighters though they will be the easiest targets in game!
So...every player must have deep knowlege of his roster...inorder to use each of his/her units properly!
Continuing that example, Lombards have a lot of heavy infantry. So..keeping your Lombard archers safe from enemy infantry and cavalry will allow you use their extra bow power!
Forget to protect them and you will loose tham for sure even from the most humble infantry unit in game!
I think you misundarstood me, AnthoniusII - I know that units will have unique statistics.
Tartaros wrote: "... so i couldnīt say much about this stats you see in the video" - hence my question, I simply don't understand why stats I've seen in unit description from Tartaros' video aren't true statistics of units (?!). If I'm still unclear, probably due to language barrier, I will try to explain It again, in another words :)
because the EDU, which contain the various unit stats, has not been completely balanced as the rosters are not finished.
EDU entries has been set to the correct weapons and such, but armor, mass, cost, morale etc. are yet to be fixed. for now entries has been copied from units with similar functions, so an unarmored unit might have stats for cataphracts and vice versa.