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Thread: Unit stats data

  1. #1
    Kylan271's Avatar Chugen
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    Default Unit stats data

    Unit Stats
    RoN

    Whilst waiting for the team leader,can we discuss unit stat data,as text work needs work on also.Are you to use RS-2(unit creation guide)or Aradan's(EDU automatic)unit data or vanilla stats or what? I have been trialing in my own mod work based on vanilla stats,due to my economy based on vanilla. I am not experienced to adjust economics in game,so use vanilla stats to be safe.

    Data i found need looking at are:

    Armour
    1. Complicated,the best versions I have seen seem to be RS-2(they have a unit creation guide) and Aradan's EDU automatic. Aradan's seems more easier and detailed,and I have successfully used it in game,adjusting by .75% his values(vanilla range being 0-18,but his higher).

    Charge
    2. I have tried Darth Formations to see if you can prevent missile doing crazy charge attacks in settlements and on the field. In addition I have problems with phalanx breaking up in battle then being cut to pieces. DF adjusts various stats including charge,and RS-2 uses it. However it seems 'formations_ai' overrides this data and you get charging skirmish in any event. Your formation is based on what units you have in the field and they have sections listing skirmish on or defending etc-which affects AI. My trial which seems to work betetr than DF data is simple have missile on 10' or so charge,and the same for phalanx. Limiting phalanx speed helps cohesion as they move.

    Radius
    3. Radius is by default .4,and hidden. It enables so many units to be attacked by your unit within that range,the smaller the radius then the more enemy you can combat. I have seen RS-2 tweaks and their range seems 2.5 to .5. I looked at this before but had no guide to what range is balanced,until I saw RS-2. I think Gladiators,Spartans and Legionaries be given smaller radius due to experience and the likes of peasant types greater.

    Spacing
    4. There are problems with untis in settlements and for phalanx showing pike through shield on battle. Try to adjust spacing-front to back to reduce the crazy spear or arm in shield you get many times in games. Reducing spacing helps units squashed in settlements maneuver better,ie horses and skirmish.

    Ranks
    5. Ranks determine the looks of your phalanx,if set to less than 6,then the pike is flat as spear. I have made my missile more ranks to help in settlements and battle moving,as for example when 2 spaced,my archers spread out 2 deep get messed up easily when charged,but on say 4 defend themselves and move easier,better in cities also.

    Lethality
    6. Lethality determines straight kills on battle as far as I know. I have seen APER's Real Combat system in PI mod using morale+combat value to assign lethality. I was using this type as I do not know how to assign lethality to skeleton types? I recently found yesterday that RS-2 has listed more skeletons and their lethality than the EDU automatic list I saw. I favour morale,ie gladiators and spartans,ie elite combatants should have better kill rate than a peasant with the same weapon.

    I hope this helps

    Cheers
    Phil
    Last edited by Kylan271; November 11, 2011 at 07:13 AM. Reason: Made simpler and found better data
    RIP Andy aka "Calvin",sorely missed by many.
    Hoping all of your guys and girls out there are OK and your family in RL?

  2. #2
    Kylan271's Avatar Chugen
    Join Date
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    Default Re: Unit stats data

    Sorry delay in work here-RL.

    #EDU matic data is for BI which is different from RTW stats,which I had not noticed before.

    Magpie data for RoN is basically at best I can source.

    A# Men x mass
    B# ((ATK(average of all weapons)+Charge(average/2))+(Amr+DEF(1/2)+Shld(1/2)))
    C# morale/10.
    Total B+C x men x50%(lowers data to RTW value)+A = cost

    Charge,defense and shield are not 100% used unlike armour and attack so default of 50% use in combat(shield data is more detailed,but to make easier I just use 50%)

    Upkeep: (hand weapons total ATK + armour + shield/2)/10 X men, + mass X men.
    *Missile (weapon ATK x ammo x men)/100

    Upgrade Armour: (ARM + Shield/2,+1)x men=cost/5 total
    " Wpn (ATK weapons averaged,+1)x men=cost/5 total.
    #RTW has a funny system,the weapons are not costed individually for upgrades so you have to average all. The +1 is to make the cost a minimum from no armour,otherwise upgrading costs nothing,ie 0 armour x 60 men = 0. This min is in RTW also.

    For mounts you add the mount mass x mounts to the cost,and x HPs also.

    Cost for german peasant is:
    1, 177, 66, 24, 48, 177 RoN
    1, 150, 100, 20, 30, 150 RTW

    Spoiler Alert, click show to read: 
    type barb peasant german
    dictionary barb_peasant_german ; Barbarian Peasants
    category infantry
    class light
    voice_type Light_1
    soldier barb_peasant, 60, 0, 0.7
    attributes sea_faring, hide_improved_forest
    formation 1.2, 1.8, 2.4, 2.4, 6, horde
    stat_health 1, 0
    stat_pri 1, 0, no, 0, 0, melee, simple, piercing, knife, 25 ,1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 3, 1, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 2, -2, 3, 2
    stat_mental 0, low, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 150, 100, 20, 30, 150
    ownership germans
    RIP Andy aka "Calvin",sorely missed by many.
    Hoping all of your guys and girls out there are OK and your family in RL?

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