Downloads: M2TW ARCADE - SSHIP v0.7

M2TW ARCADE - SSHIP v0.7

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Uploaded by The Great Khan of Rome - August 25, 2018
Author Author The Great Khan of Rome
File Size File Size 77.3 KB
Downloads Downloads 152
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This is ARCADE, a basic balancing mod for SSHIP, a submod for SS6.4 and M2TW.
The main post about this mod is here:
http://www.twcenter.net/forums/showt...06-M2TW-ARCADE




How to install:


1. Make sure you have SS6.4 (https://www.moddb.com/mods/stainless...nless-steel-64) and install
SSHIP v0.9.2 (http://www.twcenter.net/forums/showt...f-January-2016)


2. Drag and drop the SS6.3 folder over the newly installed folder. Make sure to replace the inclsoed files.


3. Play! Report bugs and issues here (for now): http://www.twcenter.net/forums/showt...06-M2TW-ARCADE


Dev log:


v0.5:
- Release


v0.6:
EDU:
- Applied low morale maluses
- Applied disciplined morale bonuses
- Fixed cavalry stat_sec weapon charge bonus (was 2 for normal and 3 impetuous), now 1 for normal and 2 for impetuous
- Fixed charge bonuses for some cavalry that had only one weapon
- Fixed inconstancies with attack delay for some units with swords (melee, melee_blade, piercing, sword, 10 to melee, melee_blade, piercing, sword, 0)
- Fixed Senior Mounted Militia attack values; they used to have 55 (heavy cav) and 1 charge, but now have 30 (since their light cav) and 2 charge bonus, as they only have one weapon.
- Fixed more inconstancies with attack delays (40 instead of 0)
- Fixed single weapon charge bonuses for some units (10 to be exact)
- Added charge bonuses for units with phalanx formation; this is to make them more versatile in combat
- Rebalanced halberds; 50 attack for non-phalanx and 35 (same as axe) for ones with phalanx.
- Swordsatffes, voulgiers, and atgeirs no longer share attack values; 30 for swordsatffes and voulgiers and 25 for atgeirs
- Non-phalanx halberds mount_effect bonuses got halved to prevent them from being OP. Atgeirs have half as well. This also to emphasize phalanx units as being hard counters vs mounted units.
- Voulgiers get the same bonuses as pikes now, to compete with them. It didn't make sense that Voulge Militia had the same bonuses but not the better Voulgiers, either.
- Fixed Papal Guard to be consistent with other spear units.
- Dismounted Christian Guard charge bonus is fixed.
- Khabutu Archers sword made consistent with other units sword.
- Merguen Archers also made consistent.
- Removed all nos in the stat_*_attr. This mostly a leftover of the removal of the ap attribute. Doesn't cause the mod to crash, but looks odd.
- Dismounted Ghulams made consistent.
- Novgorod Home Guard now available for custom battles in era 1 (High)
- Siphonatores greek fire now has an attack of 55, instead of 10.
- Removed all stat_ground bonuses and maluses. This is mostly to make sure that no outside variables are messing with the balance.
- Sword and Buckler Men made consistent with other single weapon units.
- HRE unique units now have factional their bonuses. Thier gest is that they have powerful troops, but lack discipline and are often times untrained.
- Imperial Knights and Foot Imperial Knights now have frighten_foot, so they inspire your troops while scaring enemy infantry. They also get a buff in def skill (+3).
- Handgun bullets got attack values (30 to 45), to compete with crossbows.
- Missle infantry are now weaker against cav (mount_effect elephant -12, camel -12, horse -12 for Peasant Archers,
mount_effect elephant -12, camel -6, horse -6 for everyone else)
- Crossbow inf now has a +1 mount_effect bonus against mounted units instead of +4 (reserved to gunpowder inf).
- Some maces attack delays made consistent.
- Siphonatores now have elephant +1, camel +2, horse +2 mount_effect.
- Geitir made consistent with other javelin inf.






Descr_Projectile:
- All projectiles that have area as a stat_*_attr, now have an area in their projectile. I'm not sure why area is ubiquitous amongst projectiles, but later on (after all the morale stuff has been dealt with), only projectiles that have mass in their projectile name or unit sizes that 72 or greater will have it, as they have greater numbers and effect areas, rather than target individual troops like those of smaller numbers or have greater accuracy.
- Added area 0.01 to arrows and bolts, area 0.001 to bullets. Javs have 0.1 (same as those of mass projectiles.)
- Made quality, elite, and exceptional more accurate.


v0.7
battle_config.xml
- melee-hit-rate increased from 0.75 to 1.00. Same with cavalry and melee-infantry.
- missile-target-accuracy for cavalry and infantry also increased by the same amount.
- elephants-hit-rate increased from 1.75 to 2.00. Same with missile-target-accuracy for elephants.
- cavalry-vs-phalanx from 1.75 to 2.00.
- phalanx increased from 0.5 to 0.75. (Combat is now faster overall.)


EDU:
- Applied impetuous morale bonuses
- Some merc units (Arbalesters, Arbalest Militia for instance), are accessible now in custom battles and what era they're in depends on their armor and weapon.
- Fixed some inconsistent cav charge bonuses with sec weapons
- Made impetuous units better vs mounted units (camels and horses +1, +2 if they have spears)
- Religious units now have lock_morale
- Units with lock_morale get a debuff in size; if they're infantry, they get 18 and if they are cav, 8. Pikes and spears get 32.
- Swiss Halberdiers made consistent with other impetuous units
- Bashtinik Infantry made consistent with other spear units (Not sure what quality they are, so I put spear_bonus_6)
- Thanes now have consistent attack dealy.
- Imperial Knights made consistent (incorrect unit size for their morale)
- Lancers made consistent (incorrect unit size for their morale and mount effect)
- Norman Knights made consistent (incorrect unit size for their morale and mount effect)
- Norman Cavalry made consistent (incorrect unit size for their morale and mount effect)
- Fixed units that had projectiles with mass in their names that didn't have area in their stat_pri_attr. Also did the same with some that had 72 or higher unit size.
- Removed stat_pri_attr area from non-mass projectile firing units or those with less than 72 or higher. Later gunpowder units also got it removed.
- Georgian light archer composite_arrow is now consistent (used to be 5, now 15)
- Removed spear_bonus_x from javelins.
- Fixed Burgher Pikemen def skill (not consistent with morale)
- Knives now have correct attack values (10).
- Handguns now have more range (55 to 105), to make them more reliable (they were rather unresponsive with the firing.)
- Gun bullets got a range boost; quality_early_pistol_bullet got 105 (same as handguns), quality_caliver_bullet got 190, quality_musket_bullet got 200, early_arquebus_bullet got 115, arquebus_bullet, mounted_arquebus_bullet and camel_gun_bullet got 170, flintlock_bullet got 215, elite_arquebus_bullet got 205, and quality_early_arquebus_bullet got 160.
- Mercenary Arquebusiers fixed (size not consistent with morale and got gun mount_effects). They're also now available to all European factions in era 1 custom battles. In era 2, they're available to all non-Mongolian factions.
- Hand Gunners mount_effects vs camels and horses increased +1
- Sudanese Gunners fixed (size not consistent with morale and got gun mount_effects).
- Black Band Arquebusiers fixed (size not consistent with morale)
- Cossack Gunners fixed (size not consistent with morale)
- Latin Handgunners fixed (size not consistent with morale)
- Janissary Musketeers fixed (got gun mount_effects)
- Cathlioc units now available in era 1 and 2 for custom battles (for northern and southern european factions). Same with Muslim units, which are only available to middle eastern factions.
- Elephants now annihilate cavalry and camelry; they have a mount effect of +12 vs camels and horses.
- Camels now have +6 vs horses, but now have -6 vs other camels.
- Elephants now get 45 main armor. Sec armor and def is both 25.
- Early arquebusiers (units with early_arquebus_bullet) are now able in the high period (era 1) for custom battles but are limited to Pisa, Venice, Timurids, papal_states, Sicily, and Jerusalem.
- Morale stat_charge_dist changes applied for low and normal.
- Gothic Knights are anti-cavalry-cavalry; they have frighten_mounted and better mount_effect, as well as more stat_charge_dist (+30)
- Pike Militia now available in the high period (era 1). Also corrected their def skill (not consistent with morale)
- Dismounted Imperial Knights now have a stat_charge_dist of 45. Dismounted Gothic Knights have a stat_charge_dist of 60 and get a 5+ increase on their def skill.
- Elephants get a 300 stat_charge_dist.
- Fire delays removed.
- Lock morale units get a stat_charge_dist of 999 (meaning they always charge.)
- Applied morale bonuses to knives
- Arbalesters now available in the high and late period (era 1 and 2) to northern_european and southern_european factions (in custom battles.)
- Prussian Spearmen fixed (didn't have correct mount_effect and light_spear inconsistent with superior)
- Sergeant Swordsmen now available to those who have Sergeant Spearmen, in the high period (era 1.)
- Mercenary German Knights now available in the late period (era 2), for custom battles. They're for HRE only
- Mercenary Knights now available in the late and high period (era 2 and era 1), for custom battles. They're for northen_eruopaen and southren_eruopaen factions.
- Condottieri now available to all Italian factions for the late period (era 2), for custom battles
- Border Horse now available to england, for custom battles
- Hobilars now available to scotland, for custom battles
- Scouts now available to norway, for custom battles
- Siege units now have correct knives (have attack delays and incorrect attack values)
- Siege units get 60 for their crew numbers. The engine numbers depend on what type of engine. Gunpower ones have more engines.
- Phalanx units, late gunpowder units, and Profesional and elite spearmen, now have a radius of 0.25 and have a tighter formation.
- Javelinmen now have a radius of 1.25 and have a wider formation.
- Regular spearmen get a radius of 0.5 and have a tighter formation. Light spearmen get 0.75 radius.
- Hand gunners horse and camel bonuses reduced to +1
- calivers, arquebuses, and muskets now get a bonus vs +1 elephants
- georgian light horse archers armor fixed.
- armour_ug_levels 5-15 reduced armor by 2, armour_ug_levels 16-20 reduced armor by 3, and armour_ug_levels 21-24 reduced armor by 5. This is to make their users not so powerful.
- Fixed Templar Guard's mount_effect (used SS default values for two handers).
- Templar Squires now have correct mount_effect for their type
- Noble Spearmen now have correct mount_effect and spear type for their quality.
- Dismounted Knights of Montesa and Knights of Montesa now available to Argon in custom battles.
- Alforrats now available to Spain, and Portugal in the high and late period in custom battles.
- Composite bows now have a short range.
- Asian and Turkish horse archers are the only ones that have the cantabrian_circle ability.
























Descr_Projectile:
- Crossbow bolts now have lower velocity to make crossbow units more responsive (they don't all fire, which is annoying.) Gunpower projectiles got the same treatment.
- Mass projectiles get a bigger radius (0.1 to 0.4), arrows and bolts also get a bigger radius (0.1 to 0.2).
- grape_bullet now have lower accuracy. They also get the same mass, area, velocity, and radius as regular bullets.
- Javelins now have a smaller radius and area.
- mangonel_shot now is more effective (bigger radius, area, more damage)
- Got rid of all flaming projectiles, except for composite bows, which have low ranges.


descr_area_effects:
- Area effects with explosion as a type, have the effective_radius and kill_radius equal to one another.
- ae_cow_carcass now lasts longer but has less of an effect (it basically has better EOT or effect over time.)
- ae_greek_fire_fear has the same radius as greek_fire and has more EOT.
- ae_greek_fire has a bigger effective_radius and effective_damage, as well as a better kill_radius and kill_damage. ae_greek_fire_burn got the same treatment.
- ae_barrel_explosion also got a better effective_radius and effective_damage, etc.
- ae_cannon_shot_large is better (more effective_radius, effective_damage, kill_radius, and kill_damage)
- ae_monster_shot_large is much better (kill_damage is the same as an explosion)
- ae_small_cannon_shot is the same as ae_cannon_shot_large but has a smaller effective_radius and kill_radius.
- aeset_cannon_shot_large_fiery now has ae_greek_fire_fear and ae_greek_fire_burn to make more effective and make it like an actual fire.
- ae_medium_fire now is much bigger, has a shorter dealy and lasts longer.


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