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Thread: OUT OF DATE Jedi Mod 1.22

  1. #61
    Myshkin's Avatar Centenarius
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    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    OK converted what I had to Darthmod 5.0 beta 4 and added your stuff on top... Now going for dinner.

    Hope will release the new version in the evening. What is the flank attack left, right etc?

    Troops get a morale penalty when attacked at their flanks, rear etc (and I increased it further from Dathmod).

    Does it make sense the others will shoot them better if they shoot on their arse? Or is it affecting melee? Please explain.
    Last edited by Myshkin; January 10, 2010 at 06:43 AM.
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  2. #62

    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    There are 2 factors when attacking at enemy flanks/rear:
    Moral:
    Darth mod
    was_attacked_in_flank -3
    was_attacked_in_front 0
    was_attacked_in_rear -5
    Jedi Mod
    was_attacked_in_flank -5
    was_attacked_in_front 0
    was_attacked_in_rear -10

    And factor attack:

    DM & Jedi
    factor_attackdir_flankleft 10
    factor_attackdir_flankright 10
    factor_attackdir_front 10
    factor_attackdir_rear 10

    Jedi fix
    factor_attackdir_flankleft 15
    factor_attackdir_flankright 15
    factor_attackdir_front 10
    factor_attackdir_rear 20

  3. #63
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    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    Yup.

    My question is what does the second do? Does it give eg. increasing accuracy? It wouldn't make sense to me if you get a bonus to shoot someone's back than his face.

    I am happy to change it, as long as I know what it does, and why is it a justified change.

    BTW what are your views on side flank and rear morale penalties? Do you think -4, -7 would be better? I always thought when you look in front and you an enemy, then you look behind you see another, then you go "Oh,..."
    Last edited by Myshkin; January 10, 2010 at 09:40 AM.
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  4. #64

    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    But is this general attack factor or melee attack factor? If melee, it has perfect sense to sustain heavier loses while being attacked from the rear or flank.

    Hm... after a while of thinking I've realized that attacking with muskets from the rear or flank should cause more casualties too. Why? Because it's easier to shoot at unit without being under heavy fire. It's easier too shoot at unit, which is turned, engaged with some others fights and not firing back. HOWEVER it's very hard to introduce, because it would only work well if attacker from flank/rear is not a unit under any other fire. And during battles nearly all units pushed forward are under fire

  5. #65

    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    Quote Originally Posted by Myshkin View Post
    Yup.

    My question is what does the second do? Does it give eg. increasing accuracy? It wouldn't make sense to me if you get a bonus to shoot someone's back than his face.

    I am happy to change it, as long as I know what it does, and why is it a justified change.

    BTW what are your views on side flank and rear morale penalties? Do you think -4, -7 would be better? I always thought when you look in front and you an enemy, then you look behind you see another, then you go "Oh,..."
    My opinion:

    Jedi Mod
    was_attacked_in_flank -4
    was_attacked_in_front -1
    was_attacked_in_rear -7

    Values should be useful for Surprise attack (rear, flanks) in spite of being accurate in realistic terms.
    BTW what are your views on side flank and rear morale penalties? Do you think -4, -7 would be better? I always thought when you look in front and you an enemy, then you look behind you see another, then you go "Oh,..."
    I know it but the problem is that this is a game and we have to change it for better working. If ETW was a better game, with better IA, more realistic...
    Other thing I would put -1 (front). For this reason. Troops which are not fighting will not be affected, but units which will fight with an enemy should have a -1, I think (they are no heroes...).

    About factor atack is supposed that is the bonus attack for Flanks and Rear (for melee only). Units which are attacked in their flanks (or rear) should have a moral penalty and more deceases.
    Anyway we have to test it.

    EDIT: A crazy thing, what do you think guys?

    Jedi fix
    factor_attackdir_flankleft 16 +1 because units are usually trained on using right hand (strategies, movements and a soldier is usually right-handed), so an atack on the left side should cause more casualties
    factor_attackdir_flankright 15
    factor_attackdir_front 10
    factor_attackdir_rear 20
    Last edited by Isabelxxx; January 10, 2010 at 10:23 AM.

  6. #66

    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    actor_attackdir_flankleft 16 +1 because units are usually trained on using right hand (strategies, movements and a soldier is usually right-handed), so an atack on the left side should cause more casualties
    factor_attackdir_flankright 15
    factor_attackdir_front 10
    factor_attackdir_rear 20
    Heh I'm not so sure. Maybe we should focus first on balancing some more basic things.

  7. #67
    Myshkin's Avatar Centenarius
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    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    No at all, I was thinking of it as well.

    It was used heavilly in M2TW. Many units had better arrow protection from the left because of their shield... It's a good bonus for melee and defence, but does it also affect shooting? (You shouldn't shoot better when aiming at their left or right hand side, don't you agree?)

    There is also a surprise factor in morale: ume_concerned_surprised -7

    So, can you please test:

    factor_attackdir_flankright 15
    factor_attackdir_front 10
    factor_attackdir_rear 20

    was_attacked_in_flank -4
    was_attacked_in_front -1
    was_attacked_in_rear -7

    Accepted
    Last edited by Myshkin; January 10, 2010 at 10:40 AM.
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  8. #68

    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    Quote Originally Posted by Myshkin View Post

    So, can you please test:

    factor_attackdir_flankright 15
    factor_attackdir_front 10
    factor_attackdir_rear 20
    And
    factor_attackdir_flankleft 15 ?

    DM is updated, as I said:
    A better idea is add all tables (DM lite) as you have done and add the modified lines as I have done in new tables with the prefix Jedi_ or other word (it depends on order of loading). The modified tables have to be loaded after Darth tables.
    With these structure we can do any change without problems and is easier.
    You will see now that doing this is easier.

  9. #69
    Myshkin's Avatar Centenarius
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    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    I am processing the tables with MATLAB and I prefer to have them altogether. It's very easy for me though to add any changes you make.

    I have updated my version to the latest DM (5.0 beta4). Yet I haven't uploaded because I am running balance tests.

    So do you have any idea what the "factor_attack parameters" do?
    Last edited by Myshkin; January 10, 2010 at 11:16 AM.
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  10. #70

    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    Would you guys describe at the end what are the changes comparing to darthmod? I will be grateful.

    And if I understood it right, your mod will be a kind darthmod patch, which will replace some of its values, hm? Or a standalone mod like previous versions?

  11. #71
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    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    Standalone. I don't like multiple files. They confuse people.

    Sure, I will describe. This mod is optimised for vanilla size though.
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  12. #72

    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    How do you do it? matrices?
    So do you have any idea what the "factor_attack parameters" do?
    Is the bonus attack for Flanks and Rear for melee only. Units which are attacked in their flanks will have a moral penalty and more deceases now.
    Cavalry will no have a lot of deceases when attacking infantry's flanks/rear but infantry will be destroyed
    Last edited by Isabelxxx; January 10, 2010 at 11:55 AM.

  13. #73
    Myshkin's Avatar Centenarius
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    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    Yes, matrices.

    Many, many thanks. I will glady adopt it.

    10
    16
    15
    20

    Will also release lite version for you to test.
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  14. #74

    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    Quote Originally Posted by Myshkin View Post
    Yes, matrices.

    Many, many thanks. I will glady adopt it.

    10
    16
    15
    20

    Will also release lite version for you to test.
    I'm expecting it.

    Yes, matrices.
    I know programming with Mathlab so I will try to do the same... I never thought about it.

  15. #75
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    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    @Isabelxxx Here are the tables in a download friendly version especially for you. I think you are a smart guy, so you can make it work with DM.

    Can I have your first opinion please?

    Changes include briefly...

    Compatible to DM v5.0
    Unit size reduced to vanilla size.
    Deployed ranks optimised to vanilla size.
    Reworked all units melee stats.
    Removed double HPs for cavalry and Elephants now have 8HPs (like vanilla)
    Cavalry got a major proportional boost in melee defense
    Cavalry size increased (20%), but it is smaller than the half of an infantry regiment
    Cavalry receives strong bonus when fighting infantry in melee combat
    European cavalry is now more expensive in the campaign (some very expensive indian native units have still the same cost)
    MP units half in cost (so people can test bigger battles)
    Infantry got a proportional boost in melee
    Square formation is more powerful
    Flanking has now more noticeable effects on morale (rear flanking more than side flanking)
    Melee flanking is now more powerful (thanks to Isabelxxx)
    Puckle guns fixed (thanks to Isabelxxx)
    Units have 30% more ammunition
    Increased kill ratio (~5%)
    Naval guns and accuracy now scales with the size of the guns
    6lb_naval_guns replaced by 6lb_naval_guns_lt due to their buggy behaviour
    Large and Star Forts replaced by Stockade and Wooden Fort (so siege gameplay gets enhanced. I admit though these huge star forts were perfect eye candies!)
    Siege defenders on walls receive slightly higher boni in terms of accuracy, range and reloading

    I hope I haven't forgotten anything! Pfew! After this, we will fix the inactive techs.

    I am slowly uploading the whole version in 4shared, so the full version will be available today.

    Thanks


    EDIT: Here it is... JediMod
    Last edited by Myshkin; January 10, 2010 at 03:19 PM.
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  16. #76

    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    Quote Originally Posted by Myshkin View Post
    @Isabelxxx Here are the tables in a download friendly version especially for you. I think you are a smart guy, so you can make it work with DM.

    Can I have your first opinion please?

    Changes include briefly...

    Compatible to DM v5.0
    Unit size reduced to vanilla size.
    Deployed ranks optimised to vanilla size.
    Reworked all units melee stats.
    Removed double HPs for cavalry and Elephants now have 8HPs (like vanilla)
    Cavalry got a major proportional boost in melee defense
    Cavalry size increased (20%), but it is smaller than the half of an infantry regiment
    Cavalry receives strong bonus when fighting infantry in melee combat
    European cavalry is now more expensive in the campaign (some very expensive indian native units have still the same cost)
    MP units half in cost (so people can test bigger battles)
    Infantry got a proportional boost in melee
    Square formation is more powerful
    Flanking has now more noticeable effects on morale (rear flanking more than side flanking)
    Melee flanking is now more powerful (thanks to Isabelxxx)
    Puckle guns fixed (thanks to Isabelxxx)
    Units have 30% more ammunition
    Increased kill ratio (~5%)
    Naval guns and accuracy now scales with the size of the guns
    6lb_naval_guns replaced by 6lb_naval_guns_lt due to their buggy behaviour
    Large and Star Forts replaced by Stockade and Wooden Fort (so siege gameplay gets enhanced. I admit though these huge star forts were perfect eye candies!)
    Siege defenders on walls receive slightly higher boni in terms of accuracy, range and reloading

    I hope I haven't forgotten anything! Pfew! After this, we will fix the inactive techs.

    I am slowly uploading the whole version in 4shared, so the full version will be available today.

    Thanks


    EDIT: Here it is... JediMod

    I can't promise nothing but I will try it (now I'm using other PC and ETW works really slowly with it).

    About DM sizes, You have done something? Or Do I do it?

  17. #77
    Myshkin's Avatar Centenarius
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    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    Have a go on it as it is, then if you like it do it.

    I am not in a hurry at all (for feedback). Tomorrow, or the day after will be fine.
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  18. #78

    Default Re: Jedi Mod v1.1: Only for those who dare to oppose darkness...

    Quote Originally Posted by Myshkin View Post
    Have a go on it as it is, then if you like it do it.

    I am not in a hurry at all (for feedback). Tomorrow, or the day after will be fine.
    Ok. I will do it.

  19. #79
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    Default Re: Jedi Mod v1.2: Only for those who dare to oppose darkness...

    I think it runs fine in ultra DM size, but I can't guarantee. My tests were based on large vanilla size.

    Check out v1.21...
    Last edited by Myshkin; January 10, 2010 at 07:16 PM.
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  20. #80
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    Default Re: Jedi Mod v1.22: Only for those who dare to oppose darkness...

    Guys, what would you like: replace the whole tech tree from APE, or just replace fire and advance and platoon fire?

    Some feedback would be great. APE seems to change the tech tree a lot (eg recruit early light infantry), which may distrort things in Darthmod. What do you think?
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