he means with minimal ui.. and theres no way to do it
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
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.
no its not. you can see more of the battle ( and you don't get the white ui)
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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...
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
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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Real Combat 2.0 for Stainless Steel, then Third Age, coming soon...
Automated unit stat generator kit will be available for any mod.
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.
Man is but a shadow of his former self, encased in feverish delusions of grandeur.
Ignorance is your shield, knowledge is your weapon.
Heart without reason is stupid, reason without heart is blind.
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.
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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.
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
-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
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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.
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
dismountet eored lancers have the voice as axmen of rohan..has it to do with rc?
sry for my bad English
--------------------------------------------------------------------------
Real Combat 2.0 for Stainless Steel, then Third Age, coming soon...
Automated unit stat generator kit will be available for any mod.
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)
I don't think it can be done![]()
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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.
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)
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