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Thread: Missle-units rebalance v3.00 [Updated 01.12.12]

  1. #1
    zowrath's Avatar Sōkō no yari
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    Icon14 Missle-units rebalance v3.00 [Updated 01.12.12]

    Since PFM is now working for the files needed I've started working on rebalancing missile units as I promised in several threads. This mod is an improvement over the reload-rate mod and includes other tweaks as well.

    In essence, reload rate is still cut by 20% and accuracy has been cut by 30%, while artillery units only had their reload rate decreased. Projectile ranges for normal arrows have been adjusted. Ashigaru 140m, Samurai at 160m, Monks at 180m and Horse archers at 130m. Damage, velocity and base reload rate of the arrow has also further been edited. Flaming and whistling arrows has also been tweaked.

    This mod is not compatible with those that edit missile units in unit_stats_land_tables or those that edit any arrows in projectile_tables.

    Installation: Download, unpack with 7zip and put in your Data-folder.

    No one may publish or upload this mod to any other sites without first asking permission.


    Version history:

    3.0.0 Updated to work with latest patch

    2.01 Corrected range for Rise of the Samurai units

    2.00 Updated to work with all the new units and latest patch

    1.21 Minor update to Ashigaru, increased range to 140m as 120m proved too short under certain circumstances.


    1.2 Initial release
    Attached Files Attached Files
    Last edited by zowrath; December 01, 2012 at 08:15 PM. Reason: Update 2.01
    Maratha Light Infantry - http://www.sendspace.com/file/ibfygu

    Col. Michael Kováts Hussars
    - United States - http://www.sendspace.com/file/j272k5

    Norske Geworbne & Trondhjemske Regiment - Norway -
    http://www.sendspace.com/file/tmvpk6


    Links updated 06.05.13

  2. #2
    Kabe difendā
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    Default Re: Missle-units rebalance v1.2

    you made my day m8 ... thx

    NOW this game is ready to be played seriously!!!

    works fine with all these mods in data folder:
    zw_no_projectile_trails_1.1
    Vein_NinjaV1
    unit cards beta 2.01
    unitvarietyv1
    Toons_32bitV1_Shogun
    S2R_v0310
    mod_no_realm_divide_effects
    mod_lessgloss
    mod_Faction_color11
    MOD_Japanese_fix_v2
    mod_extended_campaign_1640_all
    aum_sho_mod
    Last edited by zonelord; April 05, 2011 at 03:53 PM.

  3. #3
    zowrath's Avatar Sōkō no yari
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    Default Re: Missle-units rebalance v1.21

    Great to hear that. Minor update to Ashigaru, as their heavily decreased range proved difficult under some circumstances.
    Maratha Light Infantry - http://www.sendspace.com/file/ibfygu

    Col. Michael Kováts Hussars
    - United States - http://www.sendspace.com/file/j272k5

    Norske Geworbne & Trondhjemske Regiment - Norway -
    http://www.sendspace.com/file/tmvpk6


    Links updated 06.05.13

  4. #4
    Aoba
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    Default Re: Missle-units rebalance v1.21

    I have a weird question for you.

    I have been playing around with some mods, a couple of which somehow removed something which was and is in my vanilla game, but apparently not in everyones (not sure).

    Namely, my kisho ninjas have the ability to throw bombs (exactly the same as fire bomb throwers). A couple of mods I tried, selahedin's improved matchlocks / diminished archers / radious improved stats, all seemed to disable this ability to throw the bombs, also gave them no range indicator and they had a range value of 0.

    I have since downloaded the packfile manager and had a brief look around. I noticed while playing your missle rebalance mod here that the ninjas still had this ability. So I checked it out in your files and they do indeed have "artillery" type 2 "sling" and "projectileIDRef" "shogun_fire_bomb", whereas ^ the above mentioned mods (and also my default vanilla data.pack) does not have these values.

    Did your files come this way?

    The truly odd thing is that, while your file does have these values which would make sense that the ninja function this way, my default vanilla files DO NOT have the values and yet still have the ability even though they should not.

    My friend has and unmodded (never touched anything) fresh steam install (he hasn't even patched it) and he also has the same fire bomb throwing ninjas.

    I'm slightly curious if people have somehow gotten different versions or possibly bugged versions of the game (could be retail versus steam, who knows)

    Can you shed any light at all perhaps? again I know it might be a weird question. Thanks

  5. #5
    zowrath's Avatar Sōkō no yari
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    Default Re: Missle-units rebalance v1.21

    I think some people may use the file from data.pack and not from the latest patch-pack. Files changed since then. I'm using the one from the latest patch.
    Maratha Light Infantry - http://www.sendspace.com/file/ibfygu

    Col. Michael Kováts Hussars
    - United States - http://www.sendspace.com/file/j272k5

    Norske Geworbne & Trondhjemske Regiment - Norway -
    http://www.sendspace.com/file/tmvpk6


    Links updated 06.05.13

  6. #6
    Aoba
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    Default Re: Missle-units rebalance v1.21

    Yea after fiddling around with the patch files I noticed the same thing, default the ninjas don't have the firebombs but in the updated patch packs they do.

    Thanks for taking the time to answer this had me very confused for a couple of days lol...

    The odd thing is the ninja unit description, says they should be throwing something akin to ninja stars / shurikens. I think that firebombs is a tad... well yea, but I like it! Seems like maybe they wanted to or want to implement something a bit more balanced but just went with the bombs instead (or for now)

    Btw, enjoying this archer re-balance best, nice valid difference between bow ashigaru and samurai (and even monks with a bit longer range).

  7. #7
    Yari-hei
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    Default Re: Missle-units rebalance v1.21

    I've been using this mod (along with the unit speed reduction one) since it came out and am really happy with it. However, I suspect that the release of the Ikko Ikki DLC means that their Ronin archers remain with their vanilla stats even when using this mod (they certainly have higher accuracy that similarly experience Monk archer units which seems wrong).

    Any chance Zowrath that your mod could be extended to include Ronin archers?

  8. #8
    zowrath's Avatar Sōkō no yari
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    Default Re: Missle-units rebalance v1.21

    Quote Originally Posted by Lord of the Isles View Post
    I've been using this mod (along with the unit speed reduction one) since it came out and am really happy with it. However, I suspect that the release of the Ikko Ikki DLC means that their Ronin archers remain with their vanilla stats even when using this mod (they certainly have higher accuracy that similarly experience Monk archer units which seems wrong).

    Any chance Zowrath that your mod could be extended to include Ronin archers?
    I'm enjoying some vacation-time at the moment, but I will have look at it when I can.
    Maratha Light Infantry - http://www.sendspace.com/file/ibfygu

    Col. Michael Kováts Hussars
    - United States - http://www.sendspace.com/file/j272k5

    Norske Geworbne & Trondhjemske Regiment - Norway -
    http://www.sendspace.com/file/tmvpk6


    Links updated 06.05.13

  9. #9
    Yari-hei
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    Default Re: Missle-units rebalance v1.21

    Quote Originally Posted by zowrath View Post
    I'm enjoying some vacation-time at the moment, but I will have look at it when I can.
    I see I missed out the most important part of my post: Thank You very much for all the work you have done! Really appreciated.

    Now enjoy the vacation and I'll happily wait

  10. #10
    zowrath's Avatar Sōkō no yari
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    Default Re: Missle-units rebalance v1.21 [Updated 18.12.11]

    Updated to work with the new units and latest patch!

    Z.
    Maratha Light Infantry - http://www.sendspace.com/file/ibfygu

    Col. Michael Kováts Hussars
    - United States - http://www.sendspace.com/file/j272k5

    Norske Geworbne & Trondhjemske Regiment - Norway -
    http://www.sendspace.com/file/tmvpk6


    Links updated 06.05.13

  11. #11
    Bad213Boy's Avatar Kirā
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    Default Re: Missle-units rebalance v2.01 [Updated 18.12.11]

    Why would you decrease accuracy? If anything, the accuracy needs to be increased. Especially with the Mangonels. As is, you're proposing they become worse then they are now? That's crazy. I know you have the freedom to do what ever you want, but when I read your title, it makes me think someone actually put a lot of thinking in to this, more realism.

    Right now, I would never recruit the Mangonels. I'd much rather have Rockets than those things. Mangonels couldn't hit the brawn side of a barn if it was painted red. Mangonels should at lease be able to hit in a general area, otherwise they're useless in a video game.


  12. #12
    Yari-hei
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    Default Re: Missle-units rebalance v2.01 [Updated 18.12.11]

    Personally I use a mod of my own design that rolls back some changes done to the siege units(changes made to the entire game under pressure from certain cheesy MP setups), and even then the Magonels only make, like, 50 kills in battles where the rest of my units make tons and tons.

    However, they slowly creep up in experience, and then when they hit about 5 levels of experience... Holy . Suddenly they are unstoppable killing machines, racking up in the 300s. Why? Hmm, well, I guess a little accuracy bonus from those levels just goes a very long way when you're lobbing a projectile that only needs to land in the general vicinity.(I was testing with Hojo though, so... yeah)

  13. #13
    Bad213Boy's Avatar Kirā
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    Default Re: Missle-units rebalance v2.01 [Updated 18.12.11]

    Quote Originally Posted by Unahim View Post
    Personally I use a mod of my own design that rolls back some changes done to the siege units(changes made to the entire game under pressure from certain cheesy MP setups), and even then the Magonels only make, like, 50 kills in battles where the rest of my units make tons and tons.

    However, they slowly creep up in experience, and then when they hit about 5 levels of experience... Holy . Suddenly they are unstoppable killing machines, racking up in the 300s. Why? Hmm, well, I guess a little accuracy bonus from those levels just goes a very long way when you're lobbing a projectile that only needs to land in the general vicinity.(I was testing with Hojo though, so... yeah)
    IC, so the experience that I should be shooting for. Ya I producing like level 3 Magonels and was still disappointed. I guess I need to level them up. But then again, those Rockets are ing amazing. I wonder what would be better, experienced Mangonels or experienced Rockets. I'll have to test that out.


  14. #14
    Yari-hei
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    Default Re: Missle-units rebalance v2.01 [Updated 18.12.11]

    Well, if you're not Hojo AND using the current vanilla stats, that would put quite a difference in stats between the magonels we used as well..

  15. #15
    zowrath's Avatar Sōkō no yari
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    Default Re: Missle-units rebalance v2.01 [Updated 18.12.11]

    Good to remind me, after that last updated I forgot to mention in the info that artillery units only has their reload rate decreased. Not their accuracy.
    Maratha Light Infantry - http://www.sendspace.com/file/ibfygu

    Col. Michael Kováts Hussars
    - United States - http://www.sendspace.com/file/j272k5

    Norske Geworbne & Trondhjemske Regiment - Norway -
    http://www.sendspace.com/file/tmvpk6


    Links updated 06.05.13

  16. #16
    zowrath's Avatar Sōkō no yari
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    Default Re: Missle-units rebalance v3.00 [Updated 01.12.12]

    Updated to work with the latest patch.
    Maratha Light Infantry - http://www.sendspace.com/file/ibfygu

    Col. Michael Kováts Hussars
    - United States - http://www.sendspace.com/file/j272k5

    Norske Geworbne & Trondhjemske Regiment - Norway -
    http://www.sendspace.com/file/tmvpk6


    Links updated 06.05.13

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