!!!!Point Blank's "Real Combat + Recruitment" for 1.4.1 (doesn't work with 2.1)!!!!

!!!!Point Blank's "Real Combat + Recruitment" for 1.4.1 (doesn't work with 2.1)!!!!

Status
Not open for further replies.
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

Contents of the rar archive go into the "...third_age\data" folder.
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

You'll have to extract the data file into your Third Age folder
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

playing with latest RCRR version sept 18th non lore. Rohan needs less starting generals and forces cos im at turn 7 and I already have Isengard, its to easy.
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

I noticed that as well - isengard got pwned by Rohan and have been surviving with Byrig and Isengard for about 50-odd turns now. I thought AI on AI battles were leveled by extra garrison scripts....
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

Now I'm going on turn 25 with Gondor. Sadly, Mordor didn't declare war to me by turn 16, so I decided to take E. Osgilitiath and start the war myself. AI factions have been quite consistent with their wars. Rhun against Dwarves and Dale; Silvans, Dwarves, HE vs. OoMM; and me and Silvans against Mordor. Isengard is being quite passive and neutral towards everyone, which is a pity. So is Harad. Rohan seems to do a bit too well and has extended it's empire over Anduin and is almost knocking the doors of Morannon.

What is worrying me is that, as you can see, most evil factions are in war with multiple enemies whereas few of the good factions have more than one enemy. Well, lets hope that the invasion on turn 40 balances things out.

Of course this is just one game amongst many when there exists a good deal of variation and randomness in different people's campaigns.

I also noticed that when you right click a recruitable unit, it gives the amount of soldiers at huge unit scale even though I'm playing at normal. F.ex. it says that gondor militia has 151 soldiers in a unit but when I recruit it, it has only 76. However, the recruitment cost and upkeep are scaled down as they should be.

One more queer thing I noticed is that Denethor is quite a pedophile! His wife Finduilas gave birth to Boromir at the age of 10!:no:
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

Yes. High Elves don't grow fast in barbarian towns. You must have a better own culture in.

den wad bout for my natives land?
it takes 10 turns before each available unit.
as for the other elves counterpart.
at turn 17 they are already able to field full stack of armies?
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

in a previous release of this sub mod there was a txt file that you could use it to improve the cohesion of the units while fighting ....because now when i charge only a few troops are moving to face the enemy..is there a fix for that?
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

you have brains the AI has money and scripts. evens out really
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

playing with latest RCRR version sept 18th non lore. Rohan needs less starting generals and forces cos im at turn 7 and I already have Isengard, its to easy.

Maybe, because with the extended family tree mod they get 3-4 more generals.

Now I'm going on turn 25 with Gondor. Sadly, Mordor didn't declare war to me by turn 16, so I decided to take E. Osgilitiath and start the war myself. AI factions have been quite consistent with their wars. Rhun against Dwarves and Dale; Silvans, Dwarves, HE vs. OoMM; and me and Silvans against Mordor. Isengard is being quite passive and neutral towards everyone, which is a pity. So is Harad. Rohan seems to do a bit too well and has extended it's empire over Anduin and is almost knocking the doors of Morannon.

What is worrying me is that, as you can see, most evil factions are in war with multiple enemies whereas few of the good factions have more than one enemy. Well, lets hope that the invasion on turn 40 balances things out.

Of course this is just one game amongst many when there exists a good deal of variation and randomness in different people's campaigns.

I also noticed that when you right click a recruitable unit, it gives the amount of soldiers at huge unit scale even though I'm playing at normal. F.ex. it says that gondor militia has 151 soldiers in a unit but when I recruit it, it has only 76. However, the recruitment cost and upkeep are scaled down as they should be.

One more queer thing I noticed is that Denethor is quite a pedophile! His wife Finduilas gave birth to Boromir at the age of 10!:no:

F&B are too old, by 19 years in fact. Boromir should be 2 in 2980, not 21. I'm not sure what to do about this yet.

den wad bout for my natives land?
it takes 10 turns before each available unit.
as for the other elves counterpart.
at turn 17 they are already able to field full stack of armies?

AI gets scripted reinforcements. Aside from those, their recruitment is identical to yours, though they have more cash to spend.

in a previous release of this sub mod there was a txt file that you could use it to improve the cohesion of the units while fighting ....because now when i charge only a few troops are moving to face the enemy..is there a fix for that?

Nothing has been changed regarding cohesion. The improved cohesion is now included by default.
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

Yes I saw your post.

A bunch of the young lads (Faramir, Boromir, Eomer etc) are way wrong in their ages. This presents a problem, I think they will have to be scripted to appear rather than appear at the beginning.

I agree, all the generals that Rohan has now is too much.
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

Yes I saw your post.

A bunch of the young lads (Faramir, Boromir, Eomer etc) are way wrong in their ages. This presents a problem, I think they will have to be scripted to appear rather than appear at the beginning.

I agree, all the generals that Rohan has now is too much.

Gondor has quite a few as well. They have a general in every starting city+Faramir, Boromir and Denethor.
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

Yes, but if we have all these too-young generals appear by script, that will help fix that.

EDIT: I think according to this thread by TNZ http://www.twcenter.net/forums/showthread.php?t=296296, we could put Faramir, Boromir etc into the family tree at a young age, pre-empt their coming-of-age at 16 by sending them off-map, and spawn them on-map with the correct traits etc.
 
Last edited:
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

I had an invasion called on hornburg at turn 23...im using the ring submod but that is already compatible with the latest version of rc\rc...so i dont now what may cause this:hmm:...I know that invasions should be called only after turn 40
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

F&B are too powerfull, way stronger than Aragorn...i think:hmm:
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

Okay, I noticed few possible abnormalities more. Firstly, Citadel Guard as well as Gondor Spearmen have larger unit sizes than militia. Why is this? I already heard your valid explanation to justify Citadel Guards, but why Gondor Spearmen as well?

I also noticed that while doing my typical "trade rights round" with my diplomat around middle earth, in the following turn of each agreement, my standings with that particular faction dropped a notch.

Finally, a 7 unit strong Harad stack spawned out of nowhere in the southern shores of my realm and immediately attacked Linhir. I couldn't have come from the sea because there were no ships other than mine.

Could someone quickly guide how to raise Faramir's missile attack to 7?
 
Last edited:
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

I also noticed that while doing my typical "trade rights round" with my diplomat around middle earth, in the following turn of each agreement, my standings with that particular faction dropped a notch.
I've heard that if you have a trade agreement but you actually can't trade because you don't have a connection to their land your reputation is getting worse.
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

I had an invasion called on hornburg at turn 23...im using the ring submod but that is already compatible with the latest version of rc\rc...so i dont now what may cause this:hmm:...I know that invasions should be called only after turn 40

Ring submod has some code in it that causes Sauron to emerge before turn 40, so that is a problem. I'll tell the mod creator.

F&B are too powerfull, way stronger than Aragorn...i think:hmm:

I agree, they will be toned down.

Okay, I noticed few possible abnormalities more. Firstly, Citadel Guard as well as Gondor Spearmen have larger unit sizes than militia. Why is this? I already heard your valid explanation to justify Citadel Guards, but why Gondor Spearmen as well?

I also noticed that while doing my typical "trade rights round" with my diplomat around middle earth, in the following turn of each agreement, my standings with that particular faction dropped a notch.

Finally, a 7 unit strong Harad stack spawned out of nowhere in the southern shores of my realm and immediately attacked Linhir. I couldn't have come from the sea because there were no ships other than mine.

Could someone quickly guide how to raise Faramir's missile attack to 7?

Spearman units are always larger than same-tier sword/axe/polearm units. They have a tighter formation. If they were the same size their frontage would be smaller.

There are some scripted AI stacks, as as been said 100x before. If it wasn't scripted, then it did come by boat.

Open export_descr_unit, find ithilien ranger bodyguard, change primary attack to 7.
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

Okay, I noticed few possible abnormalities more. Firstly, Citadel Guard as well as
Could someone quickly guide how to raise Faramir's missile attack to 7?
go to your directory and then mods\thirdage\data\export_descr_unit.txt look up ithillien rangers bodyguard. go down to the line that starts with stat_pri, should be the one with ranger_arrow(i think) in it. change the first number to 7.
coincidently you can go to gondor_spearmen in the same file and go to the line that starts with soldier and change the first number in that, be careful the number isn't the exact number of troops, it's scales up. so i suggest looking for a troop that has the same amount of troops that you want the spearmen to have copy that number from that troops entry and pasting it over the gondorian spearmen entry.
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

Uploading Mon morning to filefront, so available then.

A Scn for TATW RC/RR, requires to be played on VH H, (huge) only as units costed for that number of models in play, its 251 times basic cost is the unit cost, or if the unit is 45 its 45 times 45 for unit cost. Very much a work in progress, stuff is likly to change.

Copy/paste these files over the data folder in your RC/RR, not compatable with additional units/lore edition etc.

Changes.
New different Gondor music, just more upbeat and martial.

Game starts in 2999, with Gondor at war with Mordor and Osgiliath overun by orcs and the sons of the Steward moving to reatke it, the earliest time frame for getting Farmir in at 16, this makes all the charcters in play except Eomer who is in to early at present, it looks ok to redo the family treesand get all the right ages for charcters, but a fiddle to do, so not on my next to do thing, probably a better start date is later on, however Denethor is now Steward. If you combine them ( Far and Bor) and strike at the invasion force, you get to fight it and the Osgiliath garrison, you should win and then be struck in turn by the east Osgiliath garrison that then comes after you as your probaly to weak to siege west osgiliath, when you retreat and are caught is when the fun starts!, dont you wish you didnt attack but fell back to the causway fort?, or maybe you did not win!.

Do not adopt, it spoils the game for yourself.

Map. Strategic movement is slower, but extra trait bonuses to character generals movement points increase more than before (it was all set at 10% of a very slow base number, change to higher numbers, traits all wrong for our purpose so started to redo), so good commanders are much faster, also seperate movemet rates for foot/horse/arty, foot are at base rate, horse at +50% more movement points and arty -50% less movement points before any charcter adjustments, so units are of a different startegic movement rate, click on a stackto see how far the individual components can move.
Resource scalled. ie mutiple resources on top of each other, the top one is what is traded, the rest simple increase internal tax revenue for the region tax rate, so a 3 resources gold mine trades the same asa single one, but generates 3 times the income for the region asa single resourced mine.
Gondor gains the causway forts, ( 3 forts around the Pellenor fields, ie teh Rammas echor) very useful it is too!.

Naxgul gain 10 line of sight.

Sieges, lots more ways to gain siege equipment through traits, ( ai turns up with a better mix of equipmet to storm you with) rams are 50-50 to take a rienforced gate down, so one on its own is not a good idea.

Upkeep and purchase cost changed all to hell, the cost per man is based on a global cost per his statistcs, multiplied by the number of models you have in the unit, so the target is to play on huge as all Gondor units are costed on that basis, quickly looked at mordor/hard as they are what your fighting against.

Gondor.
Military, tinkerd with the stats a little, but wanted Gondor to be pysicaly outnumberd at least 2:1 by enemy units, units come in 20 40 63 or 126 strength formations and take different times to build in differnet places, what takes MT 3 turns may take another 14. Generals have foot bodygaurds except for the Dol Amroth generals line who have knights of Dol amroth, generals who are married into an existing line come with a cav bodygaurd, pro mil building alows generals bodygaurds to be changed upgraded, cav for Gondor is very rare, it requires Dol Amroth or a riddrmark province, not implemented fully yet, concept is have what they do have outstanding, but very few units of them and next to no practical means to aquire more of that standard.

Gondor has key regions, MT, DolAmroth, Lossarnach,and Pelagir and you should focus on building the nations military as they do it better than other regions.
Buildings, take twice as long and cost twice as much to do, but the smith line increases the rate of military production of certain unit types, so do towers who give units and upkeep bonuses, swordsmith`s gives bonus to build times for Gondor swordsman unit etc.

Mordor. Just started to look at as a fraction.

Loses the 2 Black Numenorian units, gains through Morgul acess to Haradrim forces pool, and through Black gate, Rhun force pool.( higher the reliogon the quicker they are available), not fully implemented, but hopefully done by Monday.

Btw ive done the Gondor ages to get all charcters corectly aged for a start date of 2999, looking at the other factions as i get around to them and turned Mordor into an agressive attacker.

Thread for scn
http://www.twcenter.net/forums/showthread.php?t=294907
 
Last edited:
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

When playing with normal unit sizes, will I have easier economy because units cost less to recruit and upkeep? Or is the cost the same regardless of the unit sizes? At turn 25 my economy is already flourishing with gondor having an income of 5000/turn.

How do the stack spawning scripts work for mordor(not garrison scripts). Do they trigger randomly or do they have a fixed schedule? Are they more frequent if mordor is having trouble?
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

When playing with normal unit sizes, will I have easier economy because units cost less to recruit and upkeep? Or is the cost the same regardless of the unit sizes? At turn 25 my economy is already flourishing with gondor having an income of 5000/turn.

How do the stack spawning scripts work for mordor(not garrison scripts). Do they trigger randomly or do they have a fixed schedule? Are they more frequent if mordor is having trouble?

PB will, correct any false asumptions or downright errors i make regarding his files.:)

Units cost is done for the number of models listed in the unit file, so depending on difficulty this number of models gets inflated, and the cost to build stays the same, (taken from unit file cost) but the cost to maintain changes as the number of models becomes infated at large/huge depection, the ratio is the same however, so a 80 man unit costed at 360, 120 maintained, when depicted at 251, is still maintained at the same ratio cost to mainatain from the unit file, and is mainatained at number of models curretly in the unit.

Whats really required is a file for each size of normal/large/huge/ for units costs, ive addresed this by targeting to only play on huge and costed everything acording to the number of models in play this creates..

Edit generals and upkeep.

When you make a general free upkeep, or any unit free upkepp for that amtter, its only free in a settlement that can create that unit, so whats needed, is a building that can produce the generals so as to make them free upkeep, Concept included in the Gondor Scn for Gondor generals. Mordor just gets different bodygaurds.
 
Last edited:
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

Cost is the same for all unit sizes.
Upkeep is the same for all units sizes with full units. However, it decreases when you loose soldiers from the unit.
For example, if you play on huge and have a 250 man unit costing 250 upkeep, for every soldier you loose the upkeep drops by one.
If you play on small, the same unit now has 100 men but still costs 250 upkeep. For every man you loose the upkeep now drops by 250/100 = 2.5 .
So I guess you could say your economy is slightly better on smaller unit sizes.:P
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

Cost is the same for all unit sizes.
Upkeep is the same for all units sizes with full units. However, it decreases when you loose soldiers from the unit.
For example, if you play on huge and have a 250 man unit costing 250 upkeep, for every soldier you loose the upkeep drops by one.
If you play on small, the same unit now has 100 men but still costs 250 upkeep. For every man you loose the upkeep now drops by 250/100 = 2.5 .
So I guess you could say your economy is slightly better on smaller unit sizes.:P

If that really is the case, then you can't say that economy is even slightly better. Losing half the unit will halve the upkeep cost as well. You must think relatively, not absolutely ;)
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

Yeah but it's easier to loose half a unit on small size. :whistling
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

With siege weapons, towers, and boiling oil mainly.:P
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

Hello all. I think I discovered a bug. I had a few issues, so I did a reinstall. Got the reinstall working again and also decided to install the Additional_Units addition. Now, I just noticed that I can't build any Dirt Roads as Rhun! Despite that some regions already start with them. The culprit can be found in the export_descr_buildings file; as after I overwrote everything the additional unit files overwrote in the first place with the standard files, I could build dirt roads again! Probably has to do with the AU export_descr_buildings being last modified on 30 august and only being 299 kb large(default was last modified on 16 September and is 1.21 MB).

What's also odd about the Additional_Units addition, that it's desc_faction_standing file is older and smaller than the default RR + RC file(9 June and 62,9 kb versus 17 September and 63,4 kb). export_descr_sounds_units_voice was also last modified on 27 Augustus, where as RR's original was last modified on 16 September(file size appears to be the same though).
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

Default fileset has Be Evil and Good Vs Evil AI already included.

Right I think I'll remove these extra filesets, they are just too much extra work, both to update and to support.
 
Re: ////Real Combat + Recruitment for TATW 1.2 released SEPTEMBER 18\\\\

´Sup...

I downloaded the latest version of RC/RR, and, while I think it is a progress over previous versions, I do not like that all factions are neutral at the start of the game. I´ve been playing as Dale, and I wasn´t attacked by Rhun (I´m on turn 50, by now). And no one actually attacked me

Personally, I think this change should be nullified for next version. I mean, I understand the point of having all factions neutral (or allies) at the start of game (it´s to help the AI focus on developing first, instead of using its resources in wars from the start, if I´m not wrong), but it´s a little unrealistic, and no one attacked me:(

Maybe I can just tweak it myself.... dunno:shifty:
 
Status
Not open for further replies.

Recent posts

Members Online Now

Site News

Thread Statistics

Created
Point Blank,
Last reply from
k/t,
Replies
11,619
Views
1,919,404

Site Polls

  • Axis & Allies

  • Battleship

  • Checkers

  • Chess

  • Clue

  • Go

  • Monopoly

  • Risk

  • Stratego

  • Other


Results are only viewable after voting.
Back
Top Bottom