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

  1. #4761
    Smaug's Avatar Kihei
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    When playing with normal unit sizes, will I have easier economy because units cost less to recruit and upkeep? Or is the cost the same regardless of the unit sizes? At turn 25 my economy is already flourishing with gondor having an income of 5000/turn.

    How do the stack spawning scripts work for mordor(not garrison scripts). Do they trigger randomly or do they have a fixed schedule? Are they more frequent if mordor is having trouble?

  2. #4762
    Hanny's Avatar Baitai kihei
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Kikka View Post
    When playing with normal unit sizes, will I have easier economy because units cost less to recruit and upkeep? Or is the cost the same regardless of the unit sizes? At turn 25 my economy is already flourishing with gondor having an income of 5000/turn.

    How do the stack spawning scripts work for mordor(not garrison scripts). Do they trigger randomly or do they have a fixed schedule? Are they more frequent if mordor is having trouble?
    PB will, correct any false asumptions or downright errors i make regarding his files.

    Units cost is done for the number of models listed in the unit file, so depending on difficulty this number of models gets inflated, and the cost to build stays the same, (taken from unit file cost) but the cost to maintain changes as the number of models becomes infated at large/huge depection, the ratio is the same however, so a 80 man unit costed at 360, 120 maintained, when depicted at 251, is still maintained at the same ratio cost to mainatain from the unit file, and is mainatained at number of models curretly in the unit.

    Whats really required is a file for each size of normal/large/huge/ for units costs, ive addresed this by targeting to only play on huge and costed everything acording to the number of models in play this creates..

    Edit generals and upkeep.

    When you make a general free upkeep, or any unit free upkepp for that amtter, its only free in a settlement that can create that unit, so whats needed, is a building that can produce the generals so as to make them free upkeep, Concept included in the Gondor Scn for Gondor generals. Mordor just gets different bodygaurds.
    Last edited by Hanny; September 20, 2009 at 06:05 AM.

  3. #4763
    axnsan's Avatar Ronin
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Cost is the same for all unit sizes.
    Upkeep is the same for all units sizes with full units. However, it decreases when you loose soldiers from the unit.
    For example, if you play on huge and have a 250 man unit costing 250 upkeep, for every soldier you loose the upkeep drops by one.
    If you play on small, the same unit now has 100 men but still costs 250 upkeep. For every man you loose the upkeep now drops by 250/100 = 2.5 .
    So I guess you could say your economy is slightly better on smaller unit sizes.

  4. #4764
    Smaug's Avatar Kihei
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by axnsan View Post
    Cost is the same for all unit sizes.
    Upkeep is the same for all units sizes with full units. However, it decreases when you loose soldiers from the unit.
    For example, if you play on huge and have a 250 man unit costing 250 upkeep, for every soldier you loose the upkeep drops by one.
    If you play on small, the same unit now has 100 men but still costs 250 upkeep. For every man you loose the upkeep now drops by 250/100 = 2.5 .
    So I guess you could say your economy is slightly better on smaller unit sizes.
    If that really is the case, then you can't say that economy is even slightly better. Losing half the unit will halve the upkeep cost as well. You must think relatively, not absolutely

  5. #4765
    axnsan's Avatar Ronin
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Yeah but it's easier to loose half a unit on small size.

  6. #4766
    Smaug's Avatar Kihei
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by axnsan View Post
    Yeah but it's easier to loose half a unit on small size.
    Is it, how come?

  7. #4767
    axnsan's Avatar Ronin
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    With siege weapons, towers, and boiling oil mainly.

  8. #4768
    Ikko-Ikki
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Hello all. I think I discovered a bug. I had a few issues, so I did a reinstall. Got the reinstall working again and also decided to install the Additional_Units addition. Now, I just noticed that I can't build any Dirt Roads as Rhun! Despite that some regions already start with them. The culprit can be found in the export_descr_buildings file; as after I overwrote everything the additional unit files overwrote in the first place with the standard files, I could build dirt roads again! Probably has to do with the AU export_descr_buildings being last modified on 30 august and only being 299 kb large(default was last modified on 16 September and is 1.21 MB).

    What's also odd about the Additional_Units addition, that it's desc_faction_standing file is older and smaller than the default RR + RC file(9 June and 62,9 kb versus 17 September and 63,4 kb). export_descr_sounds_units_voice was also last modified on 27 Augustus, where as RR's original was last modified on 16 September(file size appears to be the same though).

  9. #4769
    Point Blank's Avatar Samurai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Default fileset has Be Evil and Good Vs Evil AI already included.

    Right I think I'll remove these extra filesets, they are just too much extra work, both to update and to support.
    --------------------------------------------------------------------------
    Real Combat 2.0 for Stainless Steel, then Third Age, coming soon...
    Automated unit stat generator kit will be available for any mod.

  10. #4770
    Juli's Avatar Suguchi
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    ´Sup...

    I downloaded the latest version of RC/RR, and, while I think it is a progress over previous versions, I do not like that all factions are neutral at the start of the game. I´ve been playing as Dale, and I wasn´t attacked by Rhun (I´m on turn 50, by now). And no one actually attacked me

    Personally, I think this change should be nullified for next version. I mean, I understand the point of having all factions neutral (or allies) at the start of game (it´s to help the AI focus on developing first, instead of using its resources in wars from the start, if I´m not wrong), but it´s a little unrealistic, and no one attacked me

    Maybe I can just tweak it myself.... dunno
    You just wasted 4 seconds of your life reading this sentence. You'll read it again because it was so funny and waste another 4. And since you read that sentence, some more disappeared, count this sentence and it's 'nother couple. Good job time waster!
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  11. #4771
    Point Blank's Avatar Samurai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    I'll include an optional file that starts all factions at war as previously in next version.
    --------------------------------------------------------------------------
    Real Combat 2.0 for Stainless Steel, then Third Age, coming soon...
    Automated unit stat generator kit will be available for any mod.

  12. #4772
    Momus's Avatar Yoda
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    OK problem not solved - I have had the events, but it has made no difference to the recruiting! Still only Sentinals --> I had the most recent Majestic mod on before and only that mod on 1.2 if that makes any difference

  13. #4773
    Point Blank's Avatar Samurai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    You are playing Silvans right? They can only recruit their advanced (Galadhrim) units from Lorien - nowhere else, not at Thranduil's Halls.
    --------------------------------------------------------------------------
    Real Combat 2.0 for Stainless Steel, then Third Age, coming soon...
    Automated unit stat generator kit will be available for any mod.

  14. #4774
    Smaug's Avatar Kihei
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Some bodyguard balance issues. I had Faramir and his father fighting together in a battle. Faramirs bodyguard killed a total of 45 orcs whereas Denethor reached as high as 300 kills. This happened when I had already raised Faramirs attack to 7. Boromir also seems to perform badly with his bodyguard compared even to militia.

    Maybe doubling the infantry bodyguard size would help in having some use in battle other than being a 10 star general. After all, their models are at their prettiest when in the midst of action

    Also I think that Citadel Guards and Fountain guards have too low replenishing rate. Citadel guards are constantly dying quite quickly even against mediocre orc infantry when outnumbered, so are fountain guards. One rather leaves them out of battle and use normal gondor units than having to worry about getting them out of harms way in the battlefield. Even with 20% losses it takes ages to be able to even retrain them in Minas Tirith. I just don't think they are now worth the wait.
    Last edited by Smaug; September 20, 2009 at 01:16 PM.

  15. #4775
    Kihei
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Kikka View Post
    Also I think that Citadel Guards and Fountain guards have too low replenishing rate. Citadel guards are constantly dying quite quickly even against mediocre orc infantry when outnumbered, so are fountain guards. One rather leaves them out of battle and use normal gondor units than having to worry about getting them out of harms way in the battlefield. Even with 20% losses it takes ages to be able to even retrain them in Minas Tirith. I just don't think they are now worth the wait.
    This is something where you have to choose.
    Do you rely to quality or quantity? Weak/cheap or strong/expensive? It's up to you and the situation.

    And don't forget that citadel and fountain guards are what they name says: guards.

  16. #4776
    Kihei
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Quote Originally Posted by Kikka View Post
    Some bodyguard balance issues. I had Faramir and his father fighting together in a battle. Faramirs bodyguard killed a total of 45 orcs whereas Denethor reached as high as 300 kills. This happened when I had already raised Faramirs attack to 7. Boromir also seems to perform badly with his bodyguard compared even to militia.

    Maybe doubling the infantry bodyguard size would help in having some use in battle other than being a 10 star general. After all, their models are at their prettiest when in the midst of action

    Also I think that Citadel Guards and Fountain guards have too low replenishing rate. Citadel guards are constantly dying quite quickly even against mediocre orc infantry when outnumbered, so are fountain guards. One rather leaves them out of battle and use normal gondor units than having to worry about getting them out of harms way in the battlefield. Even with 20% losses it takes ages to be able to even retrain them in Minas Tirith. I just don't think they are now worth the wait.
    do you auto resolve? i think you should play most battles as i don't trust auto resolve. faramir's bodyguard without editing alwas has at least a hundred kills. ive had my fountain guard long enough to send them to minas tirith to replenish their troops. They are my toughest unit and they survived with about 50 troops left at turn 30.

  17. #4777
    Point Blank's Avatar Samurai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    The replenish rate for FG and CG increases after the advanced barracks events.

    Faramir's BG is nowhere near as good in a large battle as mounted BG, eg their armor is 2 and no shield, vs 14 for the mounted + 5 shield. They are meant to skirmish and stay out of head-on battles, that wasn't a ranger's job

    Boromir's BG is way better than militia, compare the stats. However, he should be hardy also I think, that will help quite a bit.

    Mordor should be producing a good number of halberd uruks after 1st advanced barracks event, which should help counter Gondor cavalry.

    BG balance is still WIP I guess you could say, though I'm mostly happy with the present numbers, which are aimed at having BG's be able to turn the tide of a battle, but not always be winning battles mostly by themselves.

    Anyway, Faramir and Boromir are available way too early (about 16+ years) so that will be changed.
    Last edited by Point Blank; September 20, 2009 at 02:25 PM.
    --------------------------------------------------------------------------
    Real Combat 2.0 for Stainless Steel, then Third Age, coming soon...
    Automated unit stat generator kit will be available for any mod.

  18. #4778
    Kihei
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    so are you will use a script based on tnz's? if so that's awesome!

  19. #4779
    Point Blank's Avatar Samurai
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    Yes there are a lot of elements of TNZ's work in this version, +rep him
    --------------------------------------------------------------------------
    Real Combat 2.0 for Stainless Steel, then Third Age, coming soon...
    Automated unit stat generator kit will be available for any mod.

  20. #4780
    Smaug's Avatar Kihei
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    Default Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

    I never autoresolve. The problem is not their stats, but their number. Even though Boromirs bodyguard has good stats, they are so few that they can't do much. I have never had over 100 kills with Faramir even if he was firing during the entire battle. He has scored more or less the same with archer militia, maybe 10 more.

    Quote Originally Posted by Santeri View Post
    Do you rely to quality or quantity? Weak/cheap or strong/expensive? It's up to you and the situation.
    It's not really a choice when you get only one of them every 20 turns or so.

    (Mukava muuten nähdä täällä muitakin suomalaisia )

    Quote Originally Posted by Point Blank View Post
    The replenish rate for FG and CG increases after the advanced barracks events.
    This is good news
    Last edited by Smaug; September 20, 2009 at 03:25 PM.

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