Thanks for 4.0, glad you're still at it.
Thanks for 4.0, glad you're still at it.
On the missile units page 18, Mordor ones are weird: Uruk-hai have throwing halberds?!
(miss 1 scout and 2 archers units)
Last edited by Vifarc; January 24, 2010 at 07:02 PM.
> > Divide&Conquer submod user, playing RealmOfLothlőrien (ThirdAge mod). < <
My small products here.
Hi Vifarc,
Well spotted. Mordor’s trio of missile units were misplaced by a trio of their melee units on the Missile page. I had only noticed it a couple of weeks ago.
The PALANTIR v4.1 is now up with Mordor’s missile units on the missile page. Other minor changes include unit name centering and placing merc Costs in the Merc unit card.
Thanks for reminding me.
I tested the Silvan units speed (Custom battle on a plain, vs 1 dwarf heavy infantry. I set my units as showing my back, and flee ):
I would correct as this:
Ents 11 ok
Silvan Horsarcher 10 ok
Light Elven Archer 5.5 6
Silvan Hvy Archer 5.5 6
Sindar Archers* 5.5 5 (what a slow archers)
Woodland Sentinel 5.5 6
Forest Wardens 4.5 5
Silvan Hvy Spears 4.5 5
Silvan Spearmen 4.5 ok (yes they seem slower than heavy ones!)
Silvan Hvy Swords 4 ok
Beornings 4 (when you'll do it for mercs too)
I made only one race battle, but I don't think it will change on another one.
To have the speed numbers, once the 1st reached the end of map, I took 11 for the Ents and 4 for the HvySword, and scale the distances on my screen with my ruler
Last edited by Vifarc; January 25, 2010 at 06:15 AM.
> > Divide&Conquer submod user, playing RealmOfLothlőrien (ThirdAge mod). < <
My small products here.
Hi Vifarc
Well done. You will have to do many more runs or comparisons to get a better feel of how all TATW units run relative to each other. Your observations are mostly based on the Elves I believe.
Every TATW unit was run more than once alongside a human melee and missile unit given a standard value of 4 and 5 respectively. All human and non-human units ran against the human standard and were compared by their relative distance between each other as they approached the “finish line". It’s a subjective and relative observation (no rulers were involved).
You may give the elves a melee speed of 5 and missile speed of 6 since you are only comparing elves with a human melee unit “Beornings” of 4. I would probably make the same observation. However, you did not include a human missile unit (5) in your observation. An elf melee unit does not run as fast as a human missile unit of 5. It is slower.
An elf melee unit would approach the goal between a human melee unit (4) and a human missile unit (5). The elf melee unit is faster than the human melee unit but not as fast as the human missile unit. Hence, the elven melee unit speed 4.5. The same case applies for the elven archer and its proximity to the human standard archer and elf melee unit. It is faster than the human archer but not that much faster. Hence, 5.5
I hope this gives you some insight into how I conducted the unit speed comparisons and how I arrived at the values, subjective and all.
Cheers,
Yes, as I said. Only Silvans.
Maybe if you used a ruler, you would have find that's 4(however I didn't verify) and 5.5 (if the 4 is correct) ..human melee and missile unit given a standard value of 4 and 5 respectively. It’s a subjective and relative observation (no rulers were involved).
Ok. But as I just said, if you had found that human missile units run at 5.5 (I didn't verify), then my numbers are correct (however I must confirm with 2 more race battles)., you did not include a human missile unit (5) in your observation. An elf melee unit does not run as fast as a human missile unit of 5. It is slower.
An elf melee unit would approach the goal between a human melee unit (4) and a human missile unit (5). The elf melee unit is faster than the human melee unit but not as fast as the human missile unit. Hence, the elven melee unit speed 4.5. The same case applies for the elven archer and its proximity to the human standard archer and elf melee unit. It is faster than the human archer but not that much faster. Hence, 5.5
And I do say that the general silvan unit is SLOW! It is a very slow archer unit (for an Elf). I use it many times everyday!!!
I thank you for your numbers, they seem almost perfect lol
Last edited by Vifarc; January 25, 2010 at 07:08 PM.
> > Divide&Conquer submod user, playing RealmOfLothlőrien (ThirdAge mod). < <
My small products here.
Hi Vifarc
Just to clarify...
The standard was set at human melee unit speed 4 and human missile unit 5 (not 5.5).
The elf melee unit ran at 4.5 and the elf archer unit at 5.5.
Edit. The Silvan Heavy Archer without a general unit runs at the same speed as the othe elven archers, 5.5.
I just tested it again. Perhaps the addition of a general unit in-game makes it run slower.
Ok, then the speed of Ents and elvan cavalry should be less, maybe 10 and 9, instead of 11 and 10, to keep the scales.
I know and did tell it:The Silvan Heavy Archer without a general unit runs at the same speed as the othe elven archers, 5.5.
I just tested it again. Perhaps the addition of a general unit in-game makes it run slower.
I didn't say Heavy archers unit was slow!! They are not Sindar archers without a general!!! They are different.
Just read me well:
I did wrote 6 for Heavy Archers (same speed as other elven archers without a general, in my system where Human archers run at 5.5), and 5 for Sindar Archers (the general unit).
But, yeah, maybe that's the general (heavy infantry?) which slow the entire Sindar archers unit..
Last edited by Vifarc; January 26, 2010 at 07:08 AM.
> > Divide&Conquer submod user, playing RealmOfLothlőrien (ThirdAge mod). < <
My small products here.
I know and did tell it:
I didn't say Heavy archers unit was slow!! They are not Sindar archers without a general!!! They are different.
Just read me well:
I did wrote 6 for Heavy Archers (same speed as other elven archers without a general, in my system where Human archers run at 5.5), and 5 for Sindar Archers (the general unit).
But, yeah, maybe that's the general (heavy infantry?) which slow the entire Sindar archers unit..
This is getting funny. We both misread each other’s post.
In any case, all elven archers run at the same speed, including the Sindar Archers in Custom Battle runs.
I cannot speak for the Sindar Archer’s speed in the Campaign game with the addition of the general unit.
Ok, then the speed of Ents and elvan cavalry should be less, maybe 10 and 9, instead of 11 and 10, to keep the scales.
Regarding Cavalry units, I had set the standard at 10 for the fastest horse and worked down from there. All other cavalry units were compared to the fastest horse.
I had wanted to keep this scale to a maximum of 10 but that was before the addition of the new Ent unit. The Ents were faster than all other cavalry so 11.
If you prefer to have Ents at 10 and fast horses at 9, that’s okay. As long as you show their relative speeds and make adjustments for the other cavalry units.
I hope this provides some insight into the way I illustrated relative speeds.
Cheers,
Then you have to remove the ' * ' telling it's a general unit in the speed page of The Palantir. Or you have to notify its speed is not the campaign one.
You just have to make the Sindar Archers unit the general, by choosing it first in buying your army in a custom battle, and you will see its actual campaign speed. That's what I did for the general campaign silvan unit.I cannot speak for the Sindar Archer’s speed in the Campaign game with the addition of the general unit.
Cheers too, .
> > Divide&Conquer submod user, playing RealmOfLothlőrien (ThirdAge mod). < <
My small products here.
Hi Vifarc
Even if Sindar Archers are selected as the General/Captain unit first in Custom Battle, they run at the same speed as all other Silvan faction archers.
I have tested this a repeated amount of times just for this discussion.
Are you using a mod?
> > Divide&Conquer submod user, playing RealmOfLothlőrien (ThirdAge mod). < <
My small products here.
This looks awesome but I can't dl it as mediafire is blocked in my country
Can someone upload this to RS or another mirror?
Welcome to the forums!
Here you go
The Palantir v4.2 for Third Age v1.41 bugfix is now available for download.
Changes observed:
- Pelargir Marines armor decreased
- Black Numenorians armor decreased
- Uruk-Hai Raiders defense skill and costs decreased
- Hasharii attack, defence, and cost decreased
- Trollmen of Harad all-round stat change – stronger but fewer
- Mumakil costs decreased
Hm, this mod seems not improve much, or ?! What does exactly this mod improve?
"See that they are well supplied with beverages, with their drink avidity satisfied by giving them as much beverages they want. Then they will easily get defeated by their lust of yeast as by roman arms" Tacitus, Germania 23
Thanks patrician
"See that they are well supplied with beverages, with their drink avidity satisfied by giving them as much beverages they want. Then they will easily get defeated by their lust of yeast as by roman arms" Tacitus, Germania 23
Great guide, but i think you should put in which units have lock_morale.