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Thread: FUBAR's Constructive Criticism

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    Default FUBAR's Constructive Criticism

    We've all seen Seer's EDU Rebalance Mod (link at the bottom), a logical overhaul of all units' stats based on a realistic system of values. For the past weeks, I've been attempting to construct my own system to balance out various different values of the EDU; many of formulas include a unit's own stats concerning discipline and training levels. Changes are made to Shield, Skill, Lethality, Mass, Attack, Missile Attack, Moral, Charge Bonus, Stamina, and Heat; with values taken from the material, size, and style of the shield, the weapon used, formation, discipline and training are near constant, and a variety of X-factors. The formulas are all aimed to place every unit onto an even playing field, and then add or subtract based on the equipment and capabilities of the soldier, keeping and eye on battlefield effect, and making sure values never stray too far from each other. By keeping everyone's stats within the same area, my goal has been to give any mortal man on the battlefield a fighting chance against another mortal man, while still giving well equipped, professional soldiers an edge against lesser foes. Combat has gained a more apparent X-factor of luck and chance. Despite all the best training and experience... **** happens.

    My best example of how this plays out is when I made four different versions of the Machimoi unit, untrained-undisciplined, trained-normal, highly trained-disciplined, and "elite" (note: "untrained" gives a unit the biggest gap between levels, trained, highly trained, and highly trained units have closer values), then pit them against each other first in head on battles, then in various conditions of fatigue, and of being out-numbered. An untrained unit lost 7/10 ten frontal assaults against trained soldiers; but in 5 of those battles gave a very good account of itself, and in one they had an extremely successful first half of the melee, before lady luck turned her favour elsewhere. During one battle they had their proverbial donkeys handed to them, complete with gift wrap and cute little bows of ribbon. This trend follows through the various levels, with elite units winning every bout with untrained and trained warriors, but always taking losses, always having to invest time and effort fighting the foe; no scything through an enemy formation barely "warmed up". With stats close behind each other, the debuffs from fatigue had a distinctive impact; I quite confidently charged an exhausted elite unit with a well-rested group of untrained soldiers, leading to the elite soldiers being pushed back, though both sides took losses at a similar rate. As the undisciplined troops were lacking in moral, they broke off just under half strength, leaving the elite troops the victor, though having taken relatively high losses from a single lesser foe. This situation was replicated several times, with various results, the above being the most likely. The ability of lesser units to still cause casualties, though limited as the gap between troops' stats increases, allows effective "zerging" tactics. My 600 levy Machimoi always stopped the 200 royal guards, though tactics (or the lack thereof) could take my casualties from atrocious to acceptable.

    Another change I've made, and perhaps the more radical towards combat, is that I've added the "spear" attribute to most every unit. In fact: one of the few cases lacking "spear" is the hoplites, and various other units whom share the shield_wall ability, as "spear" breaks this function. When two units engage each other, both with "spear" added to their weapons, it adds a mingling effect to the ensuing melee. No more does the front line of formations grind away at each other, meanwhile the back ranks wait their turn, all the while the entire unit gathers fatigue. After the initial charge, the front lines will actively attempt to break past one another, and should they succeed it results in a chaotic cluster-**** where anything can happen, particularly with an EDU design meant to give every battle the feel of tossing a pair of dice. Truly, it is hard to convey into words the battles I've witnessed; were a 1-on-1 skirmish has so much happening in so small a space. On the left flank, ground is being given, a few meters away the soldiers at the center have managed to push ahead, but without support they were cut off and surrounded. On the right flank fighting has dissolved to the afore mentioned cluster-****, where small groups are fighting other small groups, happenstance may lead to soldiers attacking others from the rear, far more likely to land strikes. The left flank recovers, pushing far enough to bring the remainder of those surrounded back into the fold, at the same time the fighting on the right flank goes badly, and resolves with those not killed pushed back and into the gaining left flank. This results in a new front line forming after the whole battle rotated 90 degrees... Now imagine the chaos of a full on 3k Vs 3k battle.

    Though this is far from finished, testing is still alpha stage, I'm posting this and details in the hope of receiving feedback from the community. The following spoilers contain notes, formulas, and several EDU entries.

    Personal notes, explains the reasoning behind much of the content.

    Spoiler Alert, click show to read: 
    I, Notes


    I,I Elite Units - Notes

    - Many units considered "Elite" will be given a +1 bonus to both Training and Discipline sections.
    - General units will receive "Elite" bonuses.
    - A +2 Moral bonus will be added to "Veteran" Units; very open interpretation.
    - Mercs are exempt from "Veteran" bonus

    I,II Formation - Notes

    - Shield Wall includes a broad number of units using equipment and tactics in a close formation; this classification does not add the shield_wall ability.
    - Phalanx units are entirely untested.

    I,III Weapons - Notes

    - Cavalry polearms shall be considered Short Pike or Spear.
    - Short Swords are thrusting blades, Long Swords are slashing blades; length is irrelevant during classification.
    - Light Spears are equipped to units such as Leves.
    - Javelins have been classified into two types, Light and Heavy. Light receives greater range (45) while Heavy receives less (30), though gains the AP attribute
    - High shield stats have decreased missile weapon effectiveness against most units on the shield side, higher general attack makes volleys devastating if fired against the weapon side and rear. Used properly missile weapons seem balanced (AI likely too stupid).

    I,IV Cavalry - Notes

    - Given +6 to shield and skill respectively, is hypothesized this will negate the use of Spear attribute while fighting head on (i.e: charges), while making drawn out melees a terrible environment for cavalry; as attacks from the side receive a +2, and from behind a full 8. Seems fitting as a man on horseback is likely to be dragged off his mount when surrounded by foes on foot.
    - Low rear defense will likely effect

    I,V Spear Attribute - Notes

    - Given to the majority of units.
    - Cavalry untested.. without it my need a spear_bonus to balance vs other cavalry.
    - Hoplites exempt, given a large mass bonus to compensate.
    - Units given the shield_wall ability will need to follow suite. (in a shield_wall - spear combo front line units will break from formation while the rest remain behind, gesturing with their weapons while their comrades are cut down)
    - Above behavior seems to occur, though less pronounced, in units using shield_wall without Short_Pike, when being attacked by units using Spear attribute.
    - Toying with idea of units having an offensive weapon using Spear, and a clone-weapon without Spear to allow them shield_wall ability... very doubtful will work.
    - A +4 attack bonus is applied to the base of units with Spear to overcome -4 vs infantry.
    - Spearmen units will be given frighten_mounted to replace the Spear > Cavalry factor.
    - Individual soldiers were observed.. reinforcing.. the centre after the initial charge against another unit, leaving the flanks thin. Narrowing the formation depth (rule of thumb is 8) seems to solve this.
    -Thicker formation also seems fitting with most units merging during combat.

    I,VI Hoplites - Notes

    - Increasing mass and removing Spear has received very little testing, though I was happy with the initial results.
    - Without Spear soldiers stay in formation, but unsure how this effect their offensive capabilities.
    - Toying with hoplites equipped with swords, but secondary weapons seem to break the shield_wall ability, and I'm unsure just how the AI uses them.



    These rulesets are very open to change, if you've any changes, or have any thoughts to add, please leave a post with your ideas and reasoning. In particular my shield table needs.. refining, and I'm very likely to add to the attack and lethality tables to give slight buffs/debuffs for particular designs of weapons.

    Spoiler Alert, click show to read: 
    II, Rulesets


    II,I Shield Rebalancing - Rulesets


    - Shieldless units receive same bonus as Skill's Weapon chart

    Size

    0 - No Shield
    +1 - Buckler: google it
    +2 - Targe: wrist to shoulder
    +3 - Medium: shoulder to thigh
    +4 - Large: shoulder to knee
    +5 - V.Large: shoulder past knee

    Material

    +1 - Leather
    +2 - Wood
    +3 - Composite
    +4 - Improved Composite
    +5 - Metal (Bronze)
    +6 - Metal (Iron)

    Discipline

    -1 - Low
    0 - Normal, Impetuous, Berserker
    +2 - Disciplined

    Training

    -1 - Untrained
    +2 - Trained
    +4 - Highly Trained

    Formations

    +1 - Shield Wall
    +2 - Hoplite

    Misc

    +1 - Argive
    +1 - Curved
    +1 - Light metal embossing
    +2 - Heavy metal embossing (laminates included)
    +4 - Cavalry


    II,II Skill Rebalancing - Rulesets


    Base

    +3

    Weapon

    - Most used in Melee, e.g: Cavalry use sword not lance (?)

    +1 - Dagger
    +2 - Light Spear
    +3 - Spear, Axe, Mace, TwoHanded Blade
    +4 - Short Sword
    +5 - Long Pike, Long Sword

    Discipline

    -1 - Low
    0 - Normal, Impetuous, Berserker
    +1 - Disciplined

    Training

    -1 - Untrained
    +2 - Trained
    +4 - Highly Trained

    Misc

    +4 - Cavalry


    II,III Lethality Rebalancing - Ruleset


    Base

    +0.05

    Weapon

    +0.01 - Light Spear
    +0.02 - Dagger, Long Pike
    +0.03 - Short Sword, Spear
    +0.04 - Long Sword
    +0.05 - TwoHanded Blade, Axe, Mace

    Discipline

    -0.01 - Low
    0 - Normal
    +0.01 - Disciplined, Impetuous
    +0.02 - Berserker

    Training

    -0.01 - Untrained
    +0.01 - Trained
    +0.02 - Highly Trained

    Misc

    +0.05 - Cavalry (Skulls bodies are easier to strike from horseback)


    II,IV Unit Mass Rebalancing - Ruleset


    - Mounts/Cavalry untouched

    Base

    +0.50 with Spear
    +1.50 without Spear

    Weapon

    +0.02 - Dagger, Light Spear
    +0.04 - Short Sword, Spear
    +0.06 - Long Sword
    +0.08 - Long Pike, Axe
    +0.10 - TwoHanded Blade, Mace

    Discipline

    -0.02 - Low
    0 - Normal,
    +0.02 - Disciplined, Impetuous
    +0.04 - Berserker

    Training

    -0.02 - Untrained
    +0.04 - Trained
    +0.06 - Highly Trained

    Unit Formation

    +0.05 - Shield Wall
    +0.10 - Hoplite
    +0.15 - Phalanx

    Shield Size

    0 - No Shield
    +0.02 - Buckler
    +0.04 - Targe
    +0.06 - Medium
    +0.08 - Large
    +0.10 - V.Large

    Misc

    +0.02 - Argive
    +0.02 - Units known for being of particularly large size
    +0.02 - Units known for being of particularly high aggression


    II,V Unit Attack Rebalancing - Ruleset


    Base

    +9 with Spear
    +5 without Spear

    Weapon

    +1 - Dagger
    +2 - Light Spear
    +3 - Axe, Mace, TwoHanded Blade
    +4 - Long Pike, Long Sword
    +5 - Spear, Short Sword

    Discipline

    -1 - Low
    0 - Normal, Berserker, Impetuous
    +1 - Disciplined

    Training

    -1 - Untrained
    +2 - Trained
    +4 - Highly Trained


    II,VI Missile Attack - Ruleset


    Base

    +5

    Projectile

    +2 - Arrow, Stone
    +4 - Bullet, Quality Arrow
    +5 - Javelin

    Launcher

    +1 - Thrown
    +2 - Simple Bow, Sling
    +3 - Quality Bow
    +4 - Compound Bow

    Discipline

    -1 - Low
    0 - Normal, Berserker, Impetuous
    +1 - Disciplined

    Training

    -1 - Untrained
    +2 - Trained
    +4 - Highly Trained




    II,VII Moral Rebalancing - Ruleset


    Base

    +6

    Discipline

    0 - Low
    +2 - Normal
    +4 - Disciplined, Impetuous
    +6 - Berserker

    Training

    0 - Untrained
    +4 - Trained
    +6 - Highly Trained

    Misc

    -4 - Merc. Units
    +2 - Veteran Units


    II,VIII Charge Bonus Rebalancing - Ruleset


    Weapon

    +1 - Dagger, Light Spear
    +2 - Short Sword, Spear
    +3 - Long Sword
    +4 - Axe
    +5 - TwoHanded Blade, Mace

    Discipline

    -2 - Low
    0 - Normal
    +2 - Disciplined, Impetuous
    +4 - Berserker

    Training

    -2 - Untrained
    +2 - Trained
    +4 - Highly Trained

    Unit Formation

    +1 - Shield Wall
    +2 - Hoplite

    Misc

    +2 - Units known for being of particularly large size
    +2 - Units known for being of particularly high aggression


    II,VIV Stamina Rebalancing - Ruleset
    (work in progress)

    Armor Value


    II,X Heat Rebalancing - Ruleset
    (work in progress)


    This is the arithmetic used for the units below:
    (things got sloppy during the copy-paste...)

    Spoiler Alert, click show to read: 
    ;469 - celtic_infantry_teskatos - Tekastos - Alpine Axemen

    Shield - 7 Skill - 8
    +3 Medium +3 Base
    +2 Wood +3 Axe
    +2 Trained +2 Trained

    Lethality - 0.12 Mass - 0.70
    +0.05 Base +0.50 Base
    +0.05 Axe +0.08 Axe
    +0.01 Impetuous +0.02 Impetuous
    +0.01 Trained +0.04 Trained
    +0.06 Shield

    Attack - 14 Missile Attack - 12
    +9 Base +5 Base
    +3 Axe +5 Javelin
    +2 Trained +1 Thrown
    +2 Trained

    Moral - 10 Charge - 8
    +6 Base +4 Axe
    +4 Impetuous +2 Impetuous
    +4 Trained +2 Trained
    -4 Merc


    ;468 - celtic_infantry_kluddacorii - Kluddacorii - Alpine Short-Swordmen

    Shield - 9 Skill - 9
    +4 Large +3 Base
    +2 Wood +4 Short Sword
    +2 Trained +2 Trained
    +1 Light Metal

    Lethality - 0.10 Mass - 0.68
    +0.05 Base +0.50 Base
    +0.03 Short Sword +0.04 Axe
    +0.01 Impetuous +0.02 Impetuous
    +0.01 Trained +0.04 Trained
    +0.08 Shield

    Attack - 16 Missile Attack - 12
    +9 Base +5 Base
    +5 Short Sword +5 Javelin
    +2 Trained +1 Thrown
    +2 Trained

    Moral - 14 Charge - 6
    +6 Base +2 Short Sword
    +4 Impetuous +2 Impetuous
    +4 Trained +2 Trained


    ;15 - celtic_infantry_bagaudas - Bagaudas - Celt Short-Swordmen

    Shield - 5 Skill - 6
    +3 Medium +3 Base
    +2 Wood +4 Short Sword
    -1 Untrained -1 Untrained
    +1 Light Metal

    Lethality - 0.09 Mass - 0.64
    +0.05 Base +0.50 Base
    +0.03 Short Sword +0.04 Short Sword
    +0.01 Impetuous +0.02 Impetuous
    -0.01 Trained -0.02 Trained
    +0.06 Shield

    Attack - 13 Missile Attack - 10
    +9 Base +5 Base
    +5 Short Sword +5 Javelin
    -1 Untrained +1 Thrown
    -1 Untrained

    Moral - 10 Charge - 3
    +6 Base +2 Short Sword
    +4 Impetuous +2 Impetuous
    -1 Untrained


    ;32 - germanic_infantry_frameharjoz - Dugundiz - Germanic Spearmen - Veteran

    Shield - 13 Skill - 10
    +4 Large +3 Base
    +2 Wood +3 Spear
    +4 Highly Trained +4 Highly Trained
    +1 Shield Wall
    +1 Heavy Metal

    Lethality - 0.11 Mass - 0.75
    +0.05 Base +0.50 Base
    +0.03 Spear +0.04 Spear
    +0.01 Impetuous +0.02 Impetuous
    +0.02 Highly Trained +0.06 Highly Trained
    +0.05 Shield Wall
    +0.08 Shield

    Attack - 19 Missile Attack - 15
    +9 Base +5 Base
    +5 Spear +5 Javelin
    +4 Highly Trained +1 Thrown
    +4 Highly Trained

    Moral - 18 Charge - 9
    +6 Base +2 Spear
    +4 Impetuous +2 Impetuous
    +6 Highly Trained +4 Highly Trained
    +2 Veteran +1 Shield Wall
    ;470 - celtic_infantry_teceitos - Teceitos - Celtic Axemen

    Shield - 10 Skill - 8
    +5 V.Large +3 Base
    +2 Wood +3 Axe
    +2 Trained +2 Trained
    +1 Light Metal

    Lethality - 0.12 Mass - 0.74
    +0.05 Base +0.50 Base
    +0.05 Axe +0.08 Axe
    +0.01 Impetuous +0.02 Impetuous
    +0.01 Trained +0.04 Trained
    +0.10 Shield

    Attack - 14 Missile Attack - 13
    +9 Base +5 Base
    +3 Axe +5 Javelin
    +2 Trained +1 Thrown
    +2 Trained

    Moral - 14 Charge - 8
    +6 Base +4 Axe
    +4 Impetuous +2 Impetuous
    +4 Trained +2 Trained


    ;442 - celtic_infantry_cordinau_orca - Cordinau Orca - Scordisci Elite Infantry - Elite, Veteran

    Shield - 14 Skill - 14
    +5 V.Large +3 Base
    +2 Wood +5 Long Sword
    +1 Impetuous +1 Impetuous
    +4 Highly Trained +5 Highly Trained
    +1 Light Metal

    Lethality - 0.14 Mass - 0.76
    +0.05 Base +0.50 Base
    +0.04 Long Sword +0.06 Long Sword
    +0.02 Impetuous +0.03 Impetuous
    +0.03 Highly Trained +0.07 Highly Trained
    +0.10 Shield

    Attack - 18
    +9 Base
    +4 Long Sword
    +5 Highly Trained

    Moral - 20 Charge - 11
    +6 Base +3 Long Sword
    +5 Impetuous +3 Impetuous
    +7 Highly Trained +5 Highly Trained
    +2 Veteran


    ;73 - germanic_infantry_sahsnotoz - Xerunoudozez - Germanic Swordsmen - Veteran

    Shield - 11 Skill - 12
    +4 Large +3 Base
    +2 Wood +5 Long Sword
    +4 Highly Trained +4 Highly Trained
    +1 Light Metal

    Lethality - 0.12 Mass - 0.72
    +0.05 Base +0.50 Base
    +0.04 Long Sword +0.06 Long Sword
    +0.01 Impetuous +0.02 Impetuous
    +0.02 Highly Trained +0.06 Highly Trained
    +0.08 Shield

    Attack - 17 Missile Attack - 15
    +9 Base +5 Base
    +4 Long Sword +5 Javelin
    +4 Highly Trained +1 Thrown
    +4 Highly Trained

    Moral - 18 Charge - 9
    +6 Base +3 Long Sword
    +4 Impetuous +2 Impetuous
    +6 Highly Trained +4 Highly Trained
    +2 Veteran



    ;333 - hellenistic_infantry_hoplitai - Hoplitai - Classical Hoplite - Veteran

    Shield - 17 Skill - 10
    +4 Large +3 Base
    +2 Wood +3 Spear
    +1 Disciplined +4 Highly Trained
    +4 Highly Trained
    +2 Heavy Metal
    +2 Hoplite
    +1 Argive
    +1 Curved

    Lethality - 0.11 Mass - 1.82
    +0.05 Base +1.50 Base
    +0.03 Spear +0.04 Spear
    +0.01 Disciplined +0.02 Disciplined
    +0.02 Highly Trained +0.06 Highly Trained
    +0.08 Shield
    +0.02 Argive
    +0.10 Hoplite

    Attack - 14
    +5 Base
    +5 Spear
    +4 Highly Trained

    Moral - 18 Charge - 10
    +6 Base +2 Spear
    +4 Disciplined +2 Disciplined
    +6 Highly Trained +4 Highly Trained
    +2 Veteran +2 Hoplite


    ;173 - greek_infantry_taxeis_hoplitai - Hoplitai Haploi - Levy Hoplite
    (changed from undisciplined - highly trained to disciplined - trained)

    Shield - 15 Skill - 8
    +4 Large +3 Base
    +2 Wood +3 Spear
    +1 Disciplined +2 Trained
    +2 Trained
    +2 Heavy Metal
    +2 Hoplite
    +1 Argive
    +1 Curved

    Lethality - 0.10 Mass - 1.80
    +0.05 Base +1.50 Base
    +0.03 Spear +0.04 Spear
    +0.01 Disciplined +0.02 Disciplined
    +0.01 Trained +0.04 Trained
    +0.08 Shield
    +0.02 Argive
    +0.10 Hoplite

    Attack - 12
    +4 Base
    +5 Spear
    +2 Trained

    Moral - 10 Charge - 8
    +6 Base +2 Spear
    +4 Disciplined +2 Disciplined
    +4 Trained +2 Trained
    +2 Hoplite


    ;451 - dacian_infantry_rhompharoi_thorakitai - Thraikioi Rhomphaiaphoroi - Elite Thracian Two-Handed Swordsmen - Elite, Veteran

    Shield - 10 Skill - 12
    +2 Targe +3 Base
    +2 Wood +3 TwoHanded Sword
    +1 Impetuous +1 Impetuous
    +5 Highly Trained +5 Highly Trained


    Lethality - 0.15 Mass - 0.74
    +0.05 Base +0.50 Base
    +0.05 TwoHanded Sword +0.10 TwoHanded Sword
    +0.02 Impetuous +0.03 Impetuous
    +0.03 Highly Trained +0.07 Highly Trained
    +0.04 Shield

    Attack - 18
    +9 Base
    +3 TwoHanded Sword
    +1 Impetuous
    +5 Highly Trained

    Moral - 20 Charge - 13
    +6 Base +5 TwoHanded Sword
    +5 Impetuous +3 Impetuous
    +7 Highly Trained +5 Highly Trained
    +2 Veteran


    ;514 - african_infantry_machimoi - Machimoi - Egyptian Swordsmen - Veteran

    Shield - 9 Skill - 10
    +4 Large +3 Base
    +2 Wood +5 Long Sword
    +2 Trained +2 Trained
    +1 Curved

    Lethality - 0.10 Mass - 0.68
    +0.05 Base +0.50 Base
    +0.04 Long Sword +0.06 Long Sword
    +0.01 Trained +0.04 Trained
    +0.08 Shield

    Attack - 15 Missile Attack - 13
    +9 Base +5 Base
    +4 Long Sword +5 Javelin
    +2 Trained +1 Thrown
    +2 Training

    Moral - 12 Charge - 5
    +6 Base +3 Long Sword
    +4 Trained +2 Trained
    +2 Veteran


    These are the EDU entries (only up to the stat_mental line) for every one of the examples above, enough to field a fair sized, though not entirely historical, battle. These units are all available to all, if not every, nation in a singleplayer EDU's custom battle roster, in case the trivial script dislikes you as much as it does myself.

    Spoiler Alert, click show to read: 
    ;469
    type celtic infantry teskatos
    dictionary celtic_infantry_teskatos ; Tekastos
    category infantry
    class heavy
    voice_type General_1
    soldier celtic_infantry_teceitos_tekastos, 40, 0, 0.7
    officer ebofficer_celtic_officer
    officer ebofficer_celtic_standardbearer
    mount_effect elephant -2, chariot +2
    attributes sea_faring, hide_improved_forest, very_hardy, mercenary_unit
    formation 1.2, 1.6, 2.4, 3.2, 8, square
    stat_health 1, 1
    stat_pri 12, 8, pilum, 35, 2, thrown, blade, piercing, spear, 15 ,1
    stat_pri_attr prec, thrown, ap
    stat_sec 10, 8, no, 0, 0, melee, simple, slashing, axe, 0 ,0.12
    stat_sec_attr spear, ap
    stat_pri_armour 7, 7, 5, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 0, 0, 2, 0
    stat_mental 10, impetuous, trained

    ;468
    type celtic infantry kluddacorii
    dictionary celtic_infantry_kluddacorii ; Kluddacorii
    category infantry
    class light
    voice_type General_1
    soldier celtic_infantry_kluddacorii_karotovas, 50, 0, 0.68
    officer ebofficer_celtic_officer
    officer ebofficer_celtic_standardbearer
    mount_effect elephant -2, chariot +2
    attributes sea_faring, hide_improved_forest, hide_long_grass, very_hardy
    formation 1.2, 1.6, 2.4, 3.2, 8, square
    stat_health 1, 1
    stat_pri 12, 6, javelin, 45, 2, thrown, simple, piercing, spear, 10, 1
    stat_pri_attr prec, thrown
    stat_sec 16, 6, no, 0, 0, melee, simple, slashing, sword, 0, 0.10
    stat_sec_attr spear
    stat_pri_armour 0, 9, 6, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 2, 0
    stat_mental 16, impetuous, trained

    ;15
    type celtic infantry bagaudas
    dictionary celtic_infantry_bagaudas ; Bagaudas
    category infantry
    class light
    voice_type Light_1
    soldier celtic_infantry_bagaudas_kluddobro_kluddolon, 50, 0, 0.64
    officer ebofficer_celtic_officer
    mount_effect elephant -2, chariot +2
    attributes sea_faring, hide_long_grass, very_hardy, hide_improved_forest
    formation 1.2, 1.4, 2.4, 2.8, 8, square
    stat_health 1, 1
    stat_pri 10, 3, javelin, 45, 2, thrown, simple, piercing, spear, 10 ,1
    stat_pri_attr prec, thrown
    stat_sec 13, 3, no, 0, 0, melee, simple, slashing, sword, 0, 0.09
    stat_sec_attr spear
    stat_pri_armour 0, 5, 6, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 1, -1
    stat_mental 10, impetuous, untrained

    ;32
    type germanic infantry frameharjoz
    dictionary germanic_infantry_frameharjoz ; Dugundiz
    category infantry
    class heavy
    voice_type General_1
    soldier germanic_infantry_dugunthiz_chattispearmen, 50, 0, 0.75
    officer ebofficer_germanic_standardbearer
    mount_effect elephant -3
    attributes sea_faring, hide_improved_forest, very_hardy
    formation 0.76, 1, 1.4, 2, 8, square
    stat_health 1, 1
    stat_pri 15, 9, javelin, 45, 2, thrown, simple, piercing, spear, 10, 1
    stat_pri_attr prec, thrown
    stat_sec 19, 9, no, 0, 0, melee, simple, piercing, spear, 0, 0.11
    stat_sec_attr spear
    stat_pri_armour 0, 13, 10, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 1, 0
    stat_mental 18, impetuous, highly_trained

    ;470
    type celtic infantry teceitos
    dictionary celtic_infantry_teceitos ; Teceitos
    category infantry
    class light
    voice_type General_1
    soldier celtic_infantry_teceitos_tekastos, 50, 0, 0.74
    officer ebofficer_celtic_officer
    officer ebofficer_celtic_standardbearer
    mount_effect elephant -2, chariot +2
    attributes sea_faring, hide_improved_forest, very_hardy
    formation 1.2, 1.6, 2.4, 3.2, 8, square
    stat_health 1, 1
    stat_pri 13, 8, javelin, 45, 2, thrown, simple, piercing, spear, 10, 1
    stat_pri_attr prec, thrown
    stat_sec 14, 8, no, 0, 0, melee, simple, slashing, axe, 0, 0.12
    stat_sec_attr spear, ap
    stat_pri_armour 4, 10, 8, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 1, 0
    stat_mental 14, impetuous, trained

    ;442
    type celtic infantry cordinau orca
    dictionary celtic_infantry_cordinau_orca ; Cordinau Orca
    category infantry
    class heavy
    voice_type General_1
    soldier celtic_infantry_drwdae_cordinauorca, 30, 0, 0.76
    officer ebofficer_celtic_standardbearer
    mount_effect elephant -4
    attributes sea_faring, hide_improved_forest
    formation 1.2, 1.4, 2.4, 2.8, 8, square
    stat_health 1, 1
    stat_pri 18, 11, no, 0, 0, melee, blade, slashing, sword, 0, 0.14
    stat_pri_attr spear
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 15, 14, 14, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, -3
    stat_mental 20, impetuous, highly_trained

    ;73
    type germanic infantry sahsnotoz
    dictionary germanic_infantry_sahsnotoz ; Xerunoudozez
    category infantry
    class heavy
    voice_type General_1
    soldier germanic_infantry_sahsnotoz_pictones_cherusciiswordsmen, 40, 0, 0.72
    officer ebofficer_germanic_standardbearer
    mount_effect elephant -4
    attributes sea_faring, hide_improved_forest, very_hardy
    formation 0.85, 1.2, 1.4, 2, 8, square
    stat_health 1, 1
    stat_pri 15, 9, javelin, 45, 2, thrown, simple, piercing, spear, 10, 1
    stat_pri_attr prec, thrown
    stat_sec 17, 9, no, 0, 0, melee, blade, slashing, sword, 0, 0.12
    stat_sec_attr no
    stat_pri_armour 1, 11, 12, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 1, 0
    stat_mental 18, impetuous, highly_trained

    ;333
    type hellenistic infantry hoplitai
    dictionary hellenistic_infantry_hoplitai ; Hoplitai
    category infantry
    class spearmen
    voice_type General_1
    soldier hellenistic_infantry_hoplitai_hellenikoi, 40, 0, 1.80
    officer ebofficer_hellenic_officer
    officer ebofficer_hellenic_standardbearer
    mount_effect elephant -1
    attributes sea_faring, hide_forest, very_hardy, frighten_mounted
    formation 0.7, 1, 1.6, 2.4, 8, square, shield_wall
    stat_health 1, 1
    stat_pri 14, 10, no, 0, 0, melee, simple, piercing, spear, 0 ,0.11
    stat_pri_attr short_pike
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 0, 0
    stat_sec_attr no
    stat_pri_armour 9, 17, 10, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 0, 0, -2, -3
    stat_mental 18, disciplined, highly_trained

    ;173
    type greek infantry taxeis hoplitai
    dictionary greek_infantry_taxeis_hoplitai ; Hoplitai Haploi
    category infantry
    class spearmen
    voice_type General_1
    soldier hellenistic_infantry_taxeishoplitai_poenicitizenmilitia, 50, 0, 1.80
    officer ebofficer_hellenic_officer
    officer ebofficer_hellenic_standardbearer
    mount_effect elephant -1
    attributes sea_faring, hide_forest, very_hardy, frighten_mounted
    formation 0.8, 1, 2, 2.4, 8, square, shield_wall
    stat_health 1, 1
    stat_pri 12, 8, no, 0, 0, melee, simple, piercing, spear, 0, 0.10
    stat_pri_attr short_pike
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 0, 0.1
    stat_sec_attr no
    stat_pri_armour 2, 15, 8, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 0, 0, -1, -2
    stat_mental 14, disciplined, trained

    ;451
    type dacian infantry rhompharoi thorakitai
    dictionary dacian_infantry_rhompharoi_thorakitai ; Thraikioi Rhomphaiaphoroi
    category infantry
    class heavy
    voice_type Light_1
    soldier dacian_infantry_rhompharoi_thorakitai, 25, 0, 0.74
    mount_effect elephant -1
    attributes sea_faring, hide_improved_forest, very_hardy, frighten_foot, frighten_mounted
    formation 1.6, 1.4, 2.4, 2.4, 8, square
    stat_health 1, 1
    stat_pri 18, 13, no, 0, 0, melee, blade, slashing, sword, 0, 0.15
    stat_pri_attr ap, spear
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 0, 0.1
    stat_sec_attr no
    stat_pri_armour 12, 10, 12, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, -2, -2
    stat_mental 20, impetuous, highly_trained

    ;514
    type african infantry machimoi
    dictionary african_infantry_machimoi ; Machimoi
    category infantry
    class light
    voice_type Medium_1
    soldier african_infantry_machimoi_ethiopian_swordsmen, 50, 0, 0.68
    mount_effect elephant +1, chariot +2
    attributes sea_faring, hide_forest, can_sap, very_hardy
    formation 1.2, 1.6, 2.4, 3.2, 8, square
    stat_health 1, 1
    stat_pri 13, 5, javelin, 35, 2, thrown, simple, piercing, spear, 10, 1
    stat_pri_attr prec, thrown, ap
    stat_sec 15, 5, no, 0, 0, melee, simple, slashing, sword, 0, 0.10
    stat_sec_attr spear
    stat_pri_armour 4, 9, 10, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, -3
    stat_mental 12, normal, trained


    Seer7's EDU Rebalance Mod: http://forums.totalwar.org/vb/showth...d&p=2053506522
    All the armour stats and quiver capasities are his work. I'd like to thank him for the time and effort he placed into his mod, it inspired much of my own work.

  2. #2
    b0Gia de Bodemloze's Avatar Europa Barbarorum Dev
    Join Date
    Dec 2012
    Location
    Makedonia, Greece
    Posts
    1,927

    Default Re: FUBAR's Constructive Criticism

    Nice work!
    Under the Patronage of Veteraan.
    Proud member of Europa Barbarorum 2 team, developer of EBNOM, developer of EB 1.21, developer of Diadochi Total War, developer of Hegemonia City States and creator of one modpack for Megas Alexandros.


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