Ah I see. Will change to 60 if testing will tell so.Because from their equipment they I thought them as semi-elite, so I gave them 40 soldiers as other good melee fighters
It's a deal.In my latest EDU I moved Romani to the top of the file to test them, if you test the different classes of legionarii you'll see enough differencies in performance despite their similar morale stats, precisely because all stats are influenced by morale. I made Hastati to be roughly equal or slightly inferior in performance to better swordsmen of other people, Principes slightly superior but still weaker than hoplites, and Triarii equal to greek Hoplitai, so slightly superior to Italic hoplites. If your tests point out that the current balance is not acceptable we can surely change the stats.
Really! Dunno, I suppose you interpreted it wrongly. This is what Aradan says on the matter in his edu guide:Because according to the EDU guide by Aradan "hide_long_grass" include the effect of "hide_improved_forest"
Maybe you saw something written somewhere else on that thread?hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere: defines where the unit can hide. If absent, it means that the unit won't be able to hide at all. "hide_anywhere" includes all the others and "hide_improved_forest" of course includes "hide_forest".
I agree. Testing will tell.About cavalry lances, I agree with DaVinci that "power_charge" is excessive, but "frighten_foot" should be very realistic: historically, in actual battles, army-vs.-army, the main role of cavalry was disrupting morale of enemy infantry, hunting fugitives, and prevent enemy cavalry to do the same. Since as DaVinci pointed out our morale values are a little bit higher than they maybe should be, adding "frighten_foot" to cavalry should not be unbalancing, I hope
Fair enoughI have to retire my offer of help I have the will, but not nearly the time to do such exciting (I'm sick, I know) work of tuning: you have my files and my ideas, now it's to you to decide what to do with them!
Oh I haven't realized that you have increased the range for composite bow and sling in your last model! Will adopt your new ranges. Your new values might be perfectly finely balanced when you take into consideration that hoplite units have lesser shield values now (shieldwall now 5 instead of 8). Your model suggests only one point difference between the two bows. Are you referring to your model or mine about havingI think should be more realistic to have a greater difference in both attack and range of wooden-composite bows, and my tests showed that slings are powerful enough without bonus to attack, if you give them a little boost to range, but however, the decision is yours, balance is ALWAYS a matter of perspective Really, I suggest my opinion, but I'm fine with whatever you decide? Am wondering since my model has exactly the same 1 value difference between the two bows.greater difference in both attack and range of wooden-composite bows
Umh, means I have to redo all my part of the EDU again since the discrepancies are gonna be to big. Feel kind'a sick when I think about it... I will survive, don't worry. Will have to say my girlfriend to keep away sharp objects or ropes from me for a day or to. LOLWell, now that I have left this work to you you can do as you want, to keep old values or to adopt the new ones, or, if the changes are minimal, to not care about the discrepancies for now (my personal suggestion)
Nah, leave it as is. You made a good point there! Hope that testing is gonna give good results.I decided the +1 to cavalry shields partly because horsemen are sit, not standing, so they offer a smaller target, partly because the small protection granted by the horse, that is more resilient that a human: but I'm not sure about this particular bonus, maybe I should discard it If you decide that it should be abandoned, I'll do this by myself
Okey, means I'll do it, he he.
Sounds perfectly fine! Good idea. For spartans I would maybe even have 6 recruitment time. Give 3 for the likes like Marsi.I can give to 16-20 morale units a recruitment time of 2-3 turns, with some exceptions, like 1 turn for principes, and 4 for Spartiatai (in my last tests they really kicked asses, maybe toot much); we can also give 0 rec time for units with 10 moral or inferior, with some exceptions here as well: for example, maybe hastati should have 0 as well, representing the fast replacement of losses typical of the Romans... and so on. What do you think?
Please don't say sorry - you did so much on the matter that I can't accept no sorry from you mate! It's a hindrance for sure since I thought you will do the part of the work that now I'll have to do it. It will postpone quite a bit the whole thing - team working on PI II is eagerly avaiting to receive finalised edu so that they speed up the process by copy-pasting parts of our EDU to theirs... Looks like I was giving promises to soon.I'm sorry I'm such undependable, but as I said, I have to leave the greatest part of the work to you, I'll do only simple and fast optimization like that recruitment time issue
Thanx again for everything Aper, awaiting you to upload the EDU.