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

  1. #1301
    Achilla's Avatar The Iron General
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by Germanicu5 View Post
    Well ok, if research based on factual information doesn't convince you, then nothing indeed will. You could actually perform first two tests by yourself, but results wouldn't fit your convictions I assume.
    People work on mods to make gameplay better and you're free to choose any as long as you keep unjustified opinions to yourself. If you had any critical approach you'd know weaknesses and strengths of different AIs.

    Regards
    If your posts in XAI subforum weren't perceived as rude then I'm 100% positive somebody from the team would show you how they test if the values work on their own or perhaps revealed some stuff from the dev forum. It's not simple black and white.

    Enough offtopic
    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.


  2. #1302
    Germanicu5's Avatar Will buy spare time...
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    @Achilla
    Nope, it either works or doesn't work, there's nothing in the middle (and surely nothing to "reveal") for engage-dist and skirmishing tests. My initial suggestions were rather subtle, but if anyone wanted to find offense in them, I'm sure they did.
    Enough for now.

    Quote Originally Posted by Mithrandir View Post
    The AI is an issue, definately. I'm not sure if it would be possible, but it'd be nice if the AI engaged you with infantry before sending the trolls in.
    @Mithrandir
    Not really possible, they're just another unit of heavy infantry for AI.

    Regards
    Last edited by Germanicu5; May 17, 2009 at 05:52 AM.


    NEW Interactive Mod Compilation for TATW: HERE, SS Gameplay Mods: HERE Settlement Tweaks (customised settlements): HERE

  3. #1303
    Mithrandir's Avatar Flame of Anor
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by Germanicu5 View Post
    @Mithrandir
    Not really possible, they're just another unit of heavy infantry for AI.

    Regards
    Didn't think so. Too bad.


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  4. #1304
    Germanicu5's Avatar Will buy spare time...
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by Mithrandir View Post
    Didn't think so. Too bad.
    Unless... we give them general_unit (or general_unit_upgrade) or pike attribute (or both ) and see what happens. Or we could alternatively give all bodyguards "gu upgrade" attrib. while we give trolls "gu" only, that'd probably prevent them from being chosen as GUs before the proper bodyguard. I could try to adjust general_unit settings if it seemed to be a good prospect.

    Regards
    Last edited by Germanicu5; May 17, 2009 at 06:00 AM.


    NEW Interactive Mod Compilation for TATW: HERE, SS Gameplay Mods: HERE Settlement Tweaks (customised settlements): HERE

  5. #1305
    Mithrandir's Avatar Flame of Anor
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by Germanicu5 View Post
    Unless... we give them general_unit (or general_unit_upgrade) or pike attribute (or both ) and see what happens. Or we could alternatively give all bodyguards "gu upgrade" attrib. while we give trolls "gu" only, that'd probably prevent them from being chosen as GUs before the proper bodyguard. I could try to adjust general_unit settings if it seemed to be a good prospect.

    Regards
    If you have the time, please try that. I'd be very happy.


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  6. #1306
    Radagast the Brown's Avatar Shisai
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    @ Mith + PB ... somewhere one of you posted the armour system you used for RC. Since I have started modding myself a bit and want to offer my help for RC I would ask you to post it again so everthing I do is based on your system. The armour system what is in the 1.8 PDF file is not realy related to stats in the EDU.

    thx Radagast
    worshipper of Aulë ... and thx for all the dwarves

  7. #1307
    Radagast the Brown's Avatar Shisai
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Mmmmh must have been blind sorry but I somehow just mixed up lines in the PDF
    worshipper of Aulë ... and thx for all the dwarves

  8. #1308
    Radagast the Brown's Avatar Shisai
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Is it right that Gondor armour got +1 for well made?

    I will do that in the future thx for the tip
    Last edited by Radagast the Brown; May 17, 2009 at 06:49 AM.
    worshipper of Aulë ... and thx for all the dwarves

  9. #1309
    Himitu's Avatar Suzuki
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Silvan Swordsmen is CTD...


  10. #1310
    Germanicu5's Avatar Will buy spare time...
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    @Mithrandir
    Yep, giving trolls GU attrib works, it limits their berserk behaviour. I'll do some tests and come up with optimized EDU and possibly AI settings, then I'll upload the changes and it'll be up to forum members to decide whether it looks ok.

    @Radagast the Brown
    Could you please consider editing previous post instead of multiple posting? It'd help to keep this thread more compact, thx in advance.

    Regards


    NEW Interactive Mod Compilation for TATW: HERE, SS Gameplay Mods: HERE Settlement Tweaks (customised settlements): HERE

  11. #1311
    Soul Firez's Avatar Banzai jūden-ki
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    i tested the witch king in campaign and silvian swordsmen in custom battle and no CTD for either with repeated attempts i might suggest a total wipe of tatw and reinstall clean not sure how many sub mods your using did use when you copied in 1.1 tatw but i know for me iwas experiencing a few CTDs and then did total fresh install and it so stable it has never crashed since!!

    @ germanicus i thought you couldnt use stakes in a custom battle because for some reason i can use stakes in custom battle ??

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  12. #1312
    Germanicu5's Avatar Will buy spare time...
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    @Soul Firez
    AI doesn't use stakes in custom battles, player can use them in all cases. Additionally the script limits AI stakes usage to the battles, in which player army is the attacker.

    Regards


    NEW Interactive Mod Compilation for TATW: HERE, SS Gameplay Mods: HERE Settlement Tweaks (customised settlements): HERE

  13. #1313
    Mithrandir's Avatar Flame of Anor
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by Radagast the Brown View Post
    @ Mith + PB ... somewhere one of you posted the armour system you used for RC. Since I have started modding myself a bit and want to offer my help for RC I would ask you to post it again so everthing I do is based on your system. The armour system what is in the 1.8 PDF file is not realy related to stats in the EDU.
    The system is changed to fit TATW, and we don't really need more people messing with the files. It'll probably end up with inconsistencies and conflicts of interest, etc.


    Quote Originally Posted by Germanicu5 View Post
    @Mithrandir
    Yep, giving trolls GU attrib works, it limits their berserk behaviour. I'll do some tests and come up with optimized EDU and possibly AI settings, then I'll upload the changes and it'll be up to forum members to decide whether it looks ok.
    That's awesome, thanks!


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  14. #1314
    Shashu
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Were the Southron Archers aboard the Mumakils adjusted to fit RC? They seem hella OP now, 1 Mumakil unit wiped out 2 units of Galadhrim Archers and 1 Sindar Archer unit very quickly and without a single loss just using archery (the Mumakils themselves didn't attack in melee). The Mumakils are also extremely powerful, killing around 15 men with a well place auto-attack and wrecking most of a unit with one charge.

  15. #1315
    axnsan's Avatar Ronin
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by Cleardream View Post
    Were the Southron Archers aboard the Mumakils adjusted to fit RC? They seem hella OP now, 1 Mumakil unit wiped out 2 units of Galadhrim Archers and 1 Sindar Archer unit very quickly and without a single loss just using archery (the Mumakils themselves didn't attack in melee). The Mumakils are also extremely powerful, killing around 15 men with a well place auto-attack and wrecking most of a unit with one charge.
    and you want a mamooth sized creature to kill 10 soldiers when it charges?

  16. #1316
    Shashu
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by axnsan View Post
    and you want a mamooth sized creature to kill 10 soldiers when it charges?
    I never actually said that I was unhappy with the Mumakil's melee capability, just that with the super powerful/accurate archers onboard, it is too much.

  17. #1317
    Kiljaden's Avatar Sakata
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Why do the Rhun Balchoth, Clansmen, and Hunters no longer have free_upkeep_unit, but other factions' militia units do?

  18. #1318
    Metallistic's Avatar Sōkō yumi
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Mith, remember my performance issue.It disappeared after I turned battlefield shadows on, at "Extreme".The game runs so much better.My PC is a masochist, LMAO.


    That is really weird, though.

  19. #1319
    Taihō no heishi
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by Kiljaden View Post
    Why do the Rhun Balchoth, Clansmen, and Hunters no longer have free_upkeep_unit, but other factions' militia units do?
    Asked the same thing a few pages back, would really like an answer.

  20. #1320
    hugorune's Avatar Supai
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    Default Re: >>>>Real Combat for TATW 1.1 beta released UPDATE MAY 15<<<<

    Quote Originally Posted by Kiljaden View Post
    Why do the Rhun Balchoth, Clansmen, and Hunters no longer have free_upkeep_unit, but other factions' militia units do?
    Doesn't make any sense, probably an error someone made when cut&pasting or something similar.

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