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Thread: [Submod] Improved Javelin Skirmishing

  1. #1

    Default [Submod] Improved Javelin Skirmishing

    I made a little submod changing the range and formation of all javelin-wielding skirmishers (not pre-charge throwers).
    I took the Akontistai (hellenic skirmisher) formation for all units and upped all the skirmisher ranges by ~30%. Javelin skirmishers now actually throw their spears. I also increased arrow accuracy for all missile units from 0.22 to 1.0. While this has improved the javelin-wielding skirmishers (you now have to use your own skirmishers or take serious casualties on your good troops), it has made slingers and to a smaller extent archers a bit overpowered. Does anyone have suggestions how to effectively reduce their damage against heavily armored troops?

    In order to test this little submod, make a copy of \mods\EBII\data\export_descr_unit and \mods\EBII\data\battle_config to not screw up your game. Then unpack the zip
    into \mods\EBII\data\ and overwrite the two files. All feedback is appreciated, altough i wouldn't recommend to start a campaign with this. I'd especially like to find out good solutions for keeping arrows/stones dangerous for unarmored targets but less so for armored targets.
    Attached Files Attached Files

  2. #2

    Default Re: [Submod] Improved Javelin Skirmishing

    There's already an unofficial submod to increase the kill ratio of all types from 0.22 to 0.44 (and missiles to 0.5), so I'd rather leave that as is.

    However, I will gladly take your increased range for all javelineers (since that was the only thing that felt like it was still missing), thanks!
    Last edited by QuintusSertorius; August 29, 2014 at 06:59 PM.

  3. #3

    Default Re: [Submod] Improved Javelin Skirmishing

    I just tried the 0.44 ratio and I find it too much. Battles are too fast, and killing also... I guess I will change it to 0.33 if its possible...
    I choose to die on my feet, rather than live on my knees!

  4. #4

    Default Re: [Submod] Improved Javelin Skirmishing

    Quote Originally Posted by Funeh View Post
    I just tried the 0.44 ratio and I find it too much. Battles are too fast, and killing also... I guess I will change it to 0.33 if its possible...
    Interesting, I might feel the same way as you when I try it, I didn't mind the slower infantry fights. How was the greater missile lethality (since that jumped to 0.5)?

  5. #5

    Default Re: [Submod] Improved Javelin Skirmishing

    Also kinda big... I was able to decimate with 4 horse archer units 1 unit of arabian shortswordsman within seconds....
    I choose to die on my feet, rather than live on my knees!

  6. #6

    Default Re: [Submod] Improved Javelin Skirmishing

    Quote Originally Posted by QuintusSertorius View Post
    There's already an official submod to increase the kill ratio of all types from 0.22 to 0.44 (and missiles to 0.5), so I'd rather leave that as is.
    Note that this fix isn't official. It is my first suggestion. Currently we're testing the values to see how they are. We haven't taken an official stand on battle speeds yet.


  7. #7

    Default Re: [Submod] Improved Javelin Skirmishing

    Quote Originally Posted by Funeh View Post
    Also kinda big... I was able to decimate with 4 horse archer units 1 unit of arabian shortswordsman within seconds....
    Hmm that does sounds like it might be a bit much. Though on the other 4 HA's against such unarmoured and little shielded infantry would always be a massacre. The Arabs almost exclusively have tiny shields with a stat rating of 2. Almost all units have higher values. I'll do some further testing.


  8. #8

    Default Re: [Submod] Improved Javelin Skirmishing

    Quote Originally Posted by Moros View Post
    Note that this fix isn't official. It is my first suggestion. Currently we're testing the values to see how they are. We haven't taken an official stand on battle speeds yet.
    I've changed it to say unofficial.

    How easy is it to change those values? Don't all the .xml files need running through a tool?

  9. #9
    Ferdiad's Avatar Patricius
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    Default Re: [Submod] Improved Javelin Skirmishing

    notepadd++

  10. #10

    Default Re: [Submod] Improved Javelin Skirmishing

    Quote Originally Posted by QuintusSertorius View Post
    I've changed it to say unofficial.

    How easy is it to change those values? Don't all the .xml files need running through a tool?
    This one is very easy just changing the uppermost values, using notepad. No conversion tool needed for this file.
    So please experiment and report your findings/results.


  11. #11

    Default Re: [Submod] Improved Javelin Skirmishing

    Quote Originally Posted by Moros View Post
    This one is very easy just changing the uppermost values, using notepad. No conversion tool needed for this file.
    So please experiment and report your findings/results.
    Ah that's a big relief, I'll do that.

  12. #12

    Default Re: [Submod] Improved Javelin Skirmishing

    is there a version that only changes the range and does not change accuracy or deadliness?
    . .

  13. #13
    Ferdiad's Avatar Patricius
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    Default Re: [Submod] Improved Javelin Skirmishing

    Just unpack the EDU.

  14. #14

    Default Re: [Submod] Improved Javelin Skirmishing

    Quote Originally Posted by Aleksander the Average View Post
    is there a version that only changes the range and does not change accuracy or deadliness?
    That's the export_desr_unit file, which only changes unit stats like range and formation. I'll attach it to this post. In the version in the first post i only increased accuracy though.
    Quote Originally Posted by Moros View Post
    This one is very easy just changing the uppermost values, using notepad. No conversion tool needed for this file.
    So please experiment and report your findings/results.
    I did some further tests and changed accuracy to 0.5. This gave some good results, archers/slingers are now dangerous but not too much. When they have free reign they can destroy 1.0-2.0 units in lightly armored targets with it's ammo and about 0.5 to 1 heavily armored unit using up all ammo. I also did some experimentation with the melee hit rate. I tested 0.33 as suggested in another thread. This worked out very well, melee is still slow, but better then before. Also cavalry charges gave decent results, about 10-15 casualties with a single charge into the rear of a hoplite unit (huge size), with a rout occuring in the second charge.

  15. #15

    Default Re: [Submod] Improved Javelin Skirmishing

    Quote Originally Posted by Aleksander the Average View Post
    is there a version that only changes the range and does not change accuracy or deadliness?
    Sorry I forgot to attach it to my previous post and can't edit my posts yet. Here is the file.export_descr_unit.txt

  16. #16

    Default Re: [Submod] Improved Javelin Skirmishing

    Quote Originally Posted by Aleksander the Average View Post
    is there a version that only changes the range and does not change accuracy or deadliness?
    Just use the updated EDU, not the battle_config.xml.

  17. #17
    Hennin's Avatar Libertus
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    Default Re: [Submod] Improved Javelin Skirmishing

    Quote Originally Posted by Tesho View Post
    Sorry I forgot to attach it to my previous post and can't edit my posts yet. Here is the file.export_descr_unit.txt
    I have to install the file from the fist post?, or only the last one?

  18. #18

    Default Re: [Submod] Improved Javelin Skirmishing

    Quote Originally Posted by Hennin View Post
    I have to install the file from the fist post?, or only the last one?
    Only the last one, called export_descr_unit.txt.

  19. #19
    Hennin's Avatar Libertus
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    Default Re: [Submod] Improved Javelin Skirmishing

    Quote Originally Posted by QuintusSertorius View Post
    Only the last one, called export_descr_unit.txt.
    But in the file from the first post, you have two files (txt and XML) inside, and here is only one flie (txt).

  20. #20

    Default Re: [Submod] Improved Javelin Skirmishing

    Quote Originally Posted by Hennin View Post
    But in the file from the first post, you have two files (txt and XML) inside, and here is only one flie (txt).
    Either way, you only need the text file.

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