Page 62 of 581 FirstFirst ... 123752535455565758596061626364656667686970717287112162562 ... LastLast
Results 1,221 to 1,240 of 11620

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

  1. #1221
    Sukauto
    Join Date
    Apr 2009
    Posts
    65

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Does this mod include new units? And does it fix the calvary charge? I'm sorry if i can't understand what it does, i'm in a hurry...

  2. #1222
    Mithrandir's Avatar Flame of Anor
    Join Date
    May 2008
    Location
    Sweden
    Posts
    8,918

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by RedEclipse View Post
    Does this mod include new units? And does it fix the calvary charge? I'm sorry if i can't understand what it does, i'm in a hurry...
    Yes and yes, if by "fix" you mean "improve".


    Under the patronage of
    Code_Knight

  3. #1223
    Lacedaemonian's Avatar Shashu
    Join Date
    Jan 2005
    Location
    Croatia
    Posts
    199

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Autoresolve definitely shows some promising result.
    Playing as a Silvan Elf ,and autoresolved 6-7 battles.
    Now i can actually win on autoresolve when balance of power are "balanced" or in my favor,sometimes i win when defending settlement when all odds are against me.
    Casualties are still bigger on autoresolve then when you play personally but that is the point
    Don't have time to post precise information.

    EDIT: VH/VH
    Last edited by Lacedaemonian; May 16, 2009 at 12:21 PM.
    Dico tibi verum, libertas optima rerum, nunquam servili sub nexu vivito, fili
    Invincibility lies in the defence; the possibility of victory in the attack.

  4. #1224
    Mithrandir's Avatar Flame of Anor
    Join Date
    May 2008
    Location
    Sweden
    Posts
    8,918

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by Lacedaemonian View Post
    Autoresolve definitely shows some promising result.
    Playing as a Silvan Elf ,and autoresolved 6-7 battles.
    Now i can actually win on autoresolve when balance of power are "balanced" or in my favor,sometimes i win when defending settlement when all odds are against me.
    Casualties are still bigger on autoresolve then when you play personally but that is the point
    Don't have time to post precise information.
    That sounds great, I was getting sick of all the OoMM Heroic Victories all over the map.


    Under the patronage of
    Code_Knight

  5. #1225
    Citizen
    Join Date
    Sep 2008
    Location
    Germany
    Posts
    2,343

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Yeah, only heroic victories gets boring.
    BTW withstanding invasions is awesome. THESE are really heroic victories.

  6. #1226
    The Alchemist's Avatar Wimmer
    Join Date
    Apr 2009
    Posts
    131

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    What does this update do?

  7. #1227
    Beorn's Avatar Ronin
    Join Date
    Jan 2009
    Location
    Athens
    Posts
    5,371

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    It changes the secondary HP ,which affects autoresolve

  8. #1228
    Sukauto
    Join Date
    Jul 2007
    Posts
    58

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Just a general question, why are we balancing specifically for vh?. vh was the balance recommended by KK, but since the entire battle system is being overhauled anyway, is there any reason to use vh as the benchmark instead of medium or at least hard? I ask this because it reduces flexibility later on. Choosing vh to balance auto resolve will make it impossible for anybody who wants a more challenging game, the very rational for having a vh in the first place, to take that extra step. vh should be unbalanced in favour of the AI, it's its entire reason d'etre.

  9. #1229
    Chinen
    Join Date
    May 2008
    Posts
    477

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    last night I fought about 10 battles on the campaign map. I kept running into units that wouldn't even waver when taking 90% casualties. they had to be killed off to a man. Now I know that some units are supposed to be lock_morale or whatever but the uni that is sticking out in my mind right now is a Mordor Orc Band (an early spear unit, round 20). might not be orc band but nothing about it said special. Also, I have seen this happen before at ranged so before you ask me, it was melee. the entire fight said Defeat is likely, even a genious would lose this battle.

  10. #1230
    Lacedaemonian's Avatar Shashu
    Join Date
    Jan 2005
    Location
    Croatia
    Posts
    199

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by LongPike View Post
    Just a general question, why are we balancing specifically for vh?. vh was the balance recommended by KK, but since the entire battle system is being overhauled anyway, is there any reason to use vh as the benchmark instead of medium or at least hard? I ask this because it reduces flexibility later on. Choosing vh to balance auto resolve will make it impossible for anybody who wants a more challenging game, the very rational for having a vh in the first place, to take that extra step. vh should be unbalanced in favour of the AI, it's its entire reason d'etre.
    Good point
    Dico tibi verum, libertas optima rerum, nunquam servili sub nexu vivito, fili
    Invincibility lies in the defence; the possibility of victory in the attack.

  11. #1231
    Biggreenfellow's Avatar Suguchi
    Join Date
    Apr 2009
    Posts
    813

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by Point Blank View Post
    No just the usual complaining. So far its 50/50 for 'Orcs are too strong' or 'Orcs are OK', which usually means they are about right
    haha well said

  12. #1232
    trance's Avatar Kei kihei
    Join Date
    Dec 2008
    Location
    Sweden
    Posts
    1,732

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by LongPike View Post
    Just a general question, why are we balancing specifically for vh?. vh was the balance recommended by KK, but since the entire battle system is being overhauled anyway, is there any reason to use vh as the benchmark instead of medium or at least hard? I ask this because it reduces flexibility later on. Choosing vh to balance auto resolve will make it impossible for anybody who wants a more challenging game, the very rational for having a vh in the first place, to take that extra step. vh should be unbalanced in favour of the AI, it's its entire reason d'etre.
    Because if you're playing evil, you'll have easy time no matter what since OOTM and all other evil factions (all of them are capable of fielding numerically superior armies) will destroy the good ones. If you're playing good, you'll have a real challenge, if you're playing evil - it'll be too easy. Simple.

  13. #1233
    Murakawa
    Join Date
    Feb 2009
    Posts
    15

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    I fought a lot of battles at the battle map and recognized some important points. (VH/VH)

    First point, I came to the point that the Elven units are much too strong. They are so outstanding in the beginning that you can kill every other faction easily. I think it would be more realistic when the troopnoumber of the Elves would be decreased because so much Elves does not exist and I think 60 per Stack would be enough. With 300 Elves I can kill 5000 Units of the Orcs of the Misty Mountains.

    Second point, I think the units of the Orcs(MistyMountains,Mordor,Isengard) need more Morale. They start running away so fast that you can win every battle easily, also you have only 500 units and the enemy 5000. Give them more Morale as "standard" and not just as an option.

    Third Point, this is not actually about RC, but I think the AI in battles uses to much "running away" for their archers. Would be nice if they would stand and fight and not just running away.

  14. #1234
    Yamabe
    Join Date
    Apr 2009
    Posts
    237

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by Karido View Post
    I fought a lot of battles at the battle map and recognized some important points. (VH/VH)

    First point, I came to the point that the Elven units are much too strong. They are so outstanding in the beginning that you can kill every other faction easily. I think it would be more realistic when the troopnoumber of the Elves would be decreased because so much Elves does not exist and I think 60 per Stack would be enough. With 300 Elves I can kill 5000 Units of the Orcs of the Misty Mountains.

    Second point, I think the units of the Orcs(MistyMountains,Mordor,Isengard) need more Morale. They start running away so fast that you can win every battle easily, also you have only 500 units and the enemy 5000. Give them more Morale as "standard" and not just as an option.

    Third Point, this is not actually about RC, but I think the AI in battles uses to much "running away" for their archers. Would be nice if they would stand and fight and not just running away.
    Elves RC wise are fine, the remaining balance for them needs to come from RR. They should win in odds like 5 on 1 because thats what they were doing at that time.

  15. #1235
    Sukauto
    Join Date
    Jul 2007
    Posts
    58

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by trance View Post
    Because if you're playing evil, you'll have easy time no matter what since OOTM and all other evil factions (all of them are capable of fielding numerically superior armies) will destroy the good ones. If you're playing good, you'll have a real challenge, if you're playing evil - it'll be too easy. Simple.
    Wait, I thought the evil factions will be obliterated because the Good units are too godlike.

    What you are referring to is general campaign balance i.e. RR.

    vh increases AI autocalc odds and gives them morale/stamina bonuses. All of that can be done via editing the units. If one thinks that faction x needs more secondary hitpoints/morale/whatever there is no reason not to do it directly.

  16. #1236
    Taihō no heishi
    Join Date
    May 2008
    Posts
    591

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    On the issue of Balcoth Tribesmen and Clan Warriors - one (I think both) need free upkeep. My Rhun campaign is drowning in debt because every single unit is costing me. Every other race gets several free garrison units.

    EDIT: And why has this even been changed? They were free upkeep in vanilla, I didn't think such factors were considered in this mod. Maybe I installed wrong (I have the right level of barracks).

  17. #1237
    trance's Avatar Kei kihei
    Join Date
    Dec 2008
    Location
    Sweden
    Posts
    1,732

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Not correct, perhaps in battles where the player is involved (the good factions still don't have units that are godlike, with the exception of elves), NOT in AI vs AI battles. Autoresolve is much different from ordinary battles, since it barely takes unit stats into consideration, but instead focuses on numbers. Meaning that OOTM tends to steamroll all AI opposition. LongPike, please refrain from telling me what I am talking about when you are obviously a bit lacking in knowledge about the discussed subject. Thanks.

  18. #1238
    Achilla's Avatar The Iron General
    Join Date
    Jan 2008
    Location
    Poland
    Posts
    2,584

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by LongPike View Post
    Just a general question, why are we balancing specifically for vh?. vh was the balance recommended by KK, but since the entire battle system is being overhauled anyway, is there any reason to use vh as the benchmark instead of medium or at least hard? I ask this because it reduces flexibility later on. Choosing vh to balance auto resolve will make it impossible for anybody who wants a more challenging game, the very rational for having a vh in the first place, to take that extra step. vh should be unbalanced in favour of the AI, it's its entire reason d'etre.
    Auto-resolve is not balanced for VH but for M, if at all. H and VH give AI auto-resolve bonus once you enter the battle, not on a screen before the battle itself. Clear now?

    Quote Originally Posted by trance View Post
    Because if you're playing evil, you'll have easy time no matter what since OOTM and all other evil factions (all of them are capable of fielding numerically superior armies) will destroy the good ones. If you're playing good, you'll have a real challenge, if you're playing evil - it'll be too easy. Simple.
    Sincerely, it's the other way around. Gondor is my easiest campaign on VH, not even a bit challenging.

    Quote Originally Posted by LongPike View Post
    Wait, I thought the evil factions will be obliterated because the Good units are too godlike.

    What you are referring to is general campaign balance i.e. RR.

    vh increases AI autocalc odds and gives them morale/stamina bonuses. All of that can be done via editing the units. If one thinks that faction x needs more secondary hitpoints/morale/whatever there is no reason not to do it directly.
    Wrong. There is no stamina bonus, and morale bonus is in place only if it's edited in config_ai_battle. In latest RC they do get a small morale bonus, but it's still not enough even with additional bonus coming as hidden +morale on H/VH from recruitment buildings. In short, it's more issue of the AI in general than the morale of the single units itself.

    Quote Originally Posted by trance View Post
    Not correct, perhaps in battles where the player is involved (the good factions still don't have units that are godlike, with the exception of elves), NOT in AI vs AI battles. Autoresolve is much different from ordinary battles, since it barely takes unit stats into consideration, but instead focuses on numbers. Meaning that OOTM tends to steamroll all AI opposition. LongPike, please refrain from telling me what I am talking about when you are obviously a bit lacking in knowledge about the discussed subject. Thanks.
    Yes and no. It takes mostly attack and defense in comparison of each soldier, then it multiplies the value by number of soldiers. Cavalry suffer no penalty but be default cavalry is less numerous. The same numerous bowmen with same attack and defense loses to same heavy infantry because bowmen suffer a penalty on field battles and get a bonus in fortified towns in auto-resolve. Actual hit points multiply the value, too (secondary hit points up to 3, normal hit points up to 15).
    Last edited by Achilla; May 16, 2009 at 04:38 PM.
    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.


  19. #1239
    trance's Avatar Kei kihei
    Join Date
    Dec 2008
    Location
    Sweden
    Posts
    1,732

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by Achilla View Post
    Sincerely, it's the other way around. Gondor is my easiest campaign on VH, not even a bit challenging.
    If you are playing evil, and let AI combat Gondor, Gondor will be crushed pretty quickly. I was speaking about AI vs AI balance. Not the difficulty of the campaign for the player. It's pretty ironic, the hardest faction for the player, OOTM, tends to overrun Middle-Earth as the AI.

  20. #1240
    Murakawa
    Join Date
    Feb 2009
    Posts
    15

    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by Drathmar View Post
    Elves RC wise are fine, the remaining balance for them needs to come from RR. They should win in odds like 5 on 1 because thats what they were doing at that time.
    Ok, you are right. RR has to fix that thing...


    But another thing is, that Wargs are too weak. Their charge is nothing. Mostly more Wargs die than soldiers who were attacked. I don't see the realism there.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •