Thread: !!!!Point Blank's "Real Combat + Recruitment" for 1.4.1 (doesn't work with 2.1)!!!!

  1. #2081
    Beregond's Avatar You Fill Me Up
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    Quote Originally Posted by aqua View Post
    well i know its a off topic question but plz do help me.....

    How to flash all the units(mine and AI's) during a battle when playing with minimal UI setting....i cant find a button or shortcut to do it....plz do reply
    You mean highlight yours with green and enemy's with red?it's by clicking on your factions' blazon

  2. #2082
    axnsan's Avatar Ronin
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    he means with minimal ui.. and theres no way to do it

  3. #2083
    aqua's Avatar Taihō no heishi
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    Quote Originally Posted by Beregond View Post
    You mean highlight yours with green and enemy's with red?it's by clicking on your factions' blazon

    i know but that option is only if u play on full UI setting...i m talking abt the minimal UI setting...in this setting there isnt ur faction's blazon

    Quote Originally Posted by axnsan View Post
    he means with minimal ui.. and theres no way to do it
    really there isnt any option....anyways thnx for the reply(+ rep)


    EDIT:lol...i cant rep u as the forum says i must spread the rep before giving u again

    i will rep Beregond then as he tried to help me...thnx buddy
    Last edited by aqua; May 29, 2009 at 02:24 AM.

  4. #2084
    Beregond's Avatar You Fill Me Up
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    Oh,dunno,I have never played with minimal UI,it's inconvenient

  5. #2085
    axnsan's Avatar Ronin
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    no its not. you can see more of the battle ( and you don't get the white ui )

  6. #2086
    papio's Avatar Yoshihara
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    Quote Originally Posted by gary0044187 View Post
    yes, but if they use the Teutonic structure that should mean all generals are part of the family correct? because when Isengard died off they still had 2 generals.
    They should be in the family, however when they made the fix they did not add the starting generals in the descr_strat file into the family so those generals cannot be come the leader (other than the one labeled as factionheir at the start).

  7. #2087
    aqua's Avatar Taihō no heishi
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    yeah it really looks good while playing on minimal UI....u can just press F5 , F6 and F7 and u have a movie like war goin on without any UI on the screen...the only drawback is the lack of faction blazon which is very helpfull in a big battle when the armies are spread in a large area but i have read in empire forum that they have totally removed this function in empire total war...u can no longer flash enemy's unit on battle field in empire...so i think i have to get myslef used to battle without it...

  8. #2088
    Pope Gregorius I's Avatar Sōkō yumi
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    im sorry but only being able to recruit 1 of certain units every 6 turns(year and a half, 18 months now) seems like Gondor is really weak, or very inefficient, 2 every 6 turns might make sense. or at least one every 4 turns, one year of training is a bit of a stretch but i could live with it.
    How far you ask? Ha! I would storm the gates of the gods and lay waste to Olympus itself! As long as the IX Legio Hispana was at my back

  9. #2089
    Point Blank's Avatar Samurai
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    If you go back in the thread there is a long post that shows the reasons why those values were chosen. There is a mathematical basis for it that relates to the unit's size and combat power. It won't be increased, otherwise everyone else's rates would also need to be increased. Try not to focus on just one faction. If you boost those rates, someone who plays Mordor will complain that Gondor has too many heavy professional units.
    Last edited by Point Blank; May 29, 2009 at 06:30 AM.
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  10. #2090
    Daergar's Avatar Shisai
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    Quote Originally Posted by Pope Gregorius I View Post
    im sorry but only being able to recruit 1 of certain units every 6 turns(year and a half, 18 months now) seems like Gondor is really weak, or very inefficient, 2 every 6 turns might make sense. or at least one every 4 turns, one year of training is a bit of a stretch but i could live with it.
    And remember, nothing is stopping you from altering the rates yourself. For instance, I tweaked the Isengard costs myself (the recruitment works fine) until PB works his magic on them.

    On another note, I don't suppose there is a way to make the AI limit itself when it comes to siege engines? Since the HE can't recruit that many "normal" units, I see stacks comprised of half ballistas, half normal. I assume that's the reason anyway.

  11. #2091
    Achilla's Avatar The Iron General
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    Quote Originally Posted by Daergar View Post
    And remember, nothing is stopping you from altering the rates yourself. For instance, I tweaked the Isengard costs myself (the recruitment works fine) until PB works his magic on them.

    On another note, I don't suppose there is a way to make the AI limit itself when it comes to siege engines? Since the HE can't recruit that many "normal" units, I see stacks comprised of half ballistas, half normal. I assume that's the reason anyway.
    Siege engines need to be nerfed nerfed nerfed very much in replenishment, pools and given some AOR for sure.
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  12. #2092
    Point Blank's Avatar Samurai
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    I'll have a look at what we did for SS, we managed to get them down to a reasonable rate of incidence in AI armies.
    Last edited by Point Blank; May 29, 2009 at 07:18 AM.
    --------------------------------------------------------------------------
    Real Combat 2.0 for Stainless Steel, then Third Age, coming soon...
    Automated unit stat generator kit will be available for any mod.

  13. #2093
    Suzuki
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    what about giving dale archers stakes? they have nothing to defend themselves against cav...

    and i have one more question: what exactly is the difference between missile and skirmish ( i don't mean the skirmish button) ?
    which ones are better in accuracy and range? cause elite archers like dunedain rangers and ithilien rangers are skirmish while arcerhs are missile. thx
    Last edited by imp8ct; May 29, 2009 at 08:12 AM.
    sry for my bad English

  14. #2094
    Point Blank's Avatar Samurai
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    -Bows divided into 'Missile' and 'Skirmish' types, with their own updated animations
    * 'Missile' units shoot faster but with less accuracy to a greater range - these units create a real 'arrow shower' over a wider area
    * 'Skirmish' units shoot more slowly but with better accuracy, over direct sights (ie a shorter range). Foot skirmishers are the most accurate archer units
    -Horse archers shoot faster. HA are likewise divided into 'Skirmish' and 'Missile' types. Skirmish HA are typically lighter and faster units and usually shoot from very close range
    --------------------------------------------------------------------------
    Real Combat 2.0 for Stainless Steel, then Third Age, coming soon...
    Automated unit stat generator kit will be available for any mod.

  15. #2095
    axnsan's Avatar Ronin
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    but is there anyway to make skirmishers be considered by the game as missle units?
    ie:
    the game seems to look at skirmishers just as other infantry who have missle weapon for support
    when you press ctrl+m it only selects "missle"
    when you press ctrl+i it selects all infantry and "skirmishers"
    for building exp bonuses, if a building has "bonus to experience for archers", it only adds experience to "missle" units. but if it has "bonus to experience for infantry" it adds experience to "skirmish" units too

  16. #2096
    Suzuki
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    dismountet eored lancers have the voice as axmen of rohan..has it to do with rc?
    sry for my bad English

  17. #2097
    Point Blank's Avatar Samurai
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    Quote Originally Posted by axnsan View Post
    but is there anyway to make skirmishers be considered by the game as missle units?
    ie:
    the game seems to look at skirmishers just as other infantry who have missle weapon for support
    when you press ctrl+m it only selects "missle"
    when you press ctrl+i it selects all infantry and "skirmishers"
    for building exp bonuses, if a building has "bonus to experience for archers", it only adds experience to "missle" units. but if it has "bonus to experience for infantry" it adds experience to "skirmish" units too
    You could set them as missile, it wouldn't matter all that much, except that AI would place them behind the main line with other missile units.

    Archer exp bonus has a very small effect on accuracy anyway.

    imp8ct: not that I know of
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    Real Combat 2.0 for Stainless Steel, then Third Age, coming soon...
    Automated unit stat generator kit will be available for any mod.

  18. #2098
    axnsan's Avatar Ronin
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    i don't want to make them missle
    i want them to be REGARDED the same way as missle units (but stil have difference in animations and ai formation)

  19. #2099
    Point Blank's Avatar Samurai
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    I don't think it can be done
    --------------------------------------------------------------------------
    Real Combat 2.0 for Stainless Steel, then Third Age, coming soon...
    Automated unit stat generator kit will be available for any mod.

  20. #2100
    Oddball_E8's Avatar Sōkō no yari
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    Default Re: =====Real Combat + Recruitment for TATW 1.1 beta released UPDATE MAY 28=====

    ok, so ive been looking at the first page... but i cant really get a good overview of how this submod is coming along...

    whats been done so far? whats left to do?
    are some factions already done completely? are you going by faction or by "mechanic" (ie. doing combat values first, then recruitment time, then recruitment cost and so on)?

    just wondering cos i cant really make heads or tale of this (and i think you know why im asking hehe)
    addicted modder... but crap at it

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