Hi there torn
One quick question... Have you changed the AI in battle behaviour? Or can I use Darth Mod with your mod? Is there any War Packs to make Darth mod (or at least his improvements to battles) to work with TLR?
Thanks in advance![]()
Hi there torn
One quick question... Have you changed the AI in battle behaviour? Or can I use Darth Mod with your mod? Is there any War Packs to make Darth mod (or at least his improvements to battles) to work with TLR?
Thanks in advance![]()
There are tweaks but Darth does other funny stuff. If you want to find out how to use their stuff you'll have to ask in their forum.
"The first casualty when war comes, is truth." - Hiram JohnsonDeveloper of The Long Road Modification
All right Thanks there Torn, you can close the topic if you want![]()
you have 2 options on how to do it:
1.) install 1.4B Magic2 over regular files, except export_descr_unit file. Thats easy way out, but chances of units not performing properly is high due to stats changes that Darth did.
It can work though. I did only minor adjustments with Darth formations for EB(RTW) mod unofficialy, with Darths permission,and in less then month had 200+ downloads and no complaints or reported problems.And results were great on battlefield.
2.) you need edit export_descr_unit since i believe LTR has different units added and factions.For units that are new in LTR you gonna have to figure out yourself what stats need to be changed and how much.Thats if they need change of stats.I belive that it's mostly issue of units mass and lethality from quick look i had on 1.4.
Hopefully this can help
+++ Edit : i will probably look at it after 2.1.0 comes out , since i found this mod, along with BC, most balanced and promising so far.I don't think Darth would have problem to give me permission for that since i already got one for EB![]()
Last edited by Tariq; July 09, 2007 at 12:48 PM.
Well thanks a lot, but I believe if I change units stats by myself, I will mess it all up completely...
If you succed please, tell me because I will certainly download
Ty
Note that the 'lethality' has be balanced with the animation delay in TLR. In my opinion, any change to that will skew that unit out of balance with other units. Unless of course that is what you intend.
"The first casualty when war comes, is truth." - Hiram JohnsonDeveloper of The Long Road Modification
Yeah thats a tricky part of changing stats.You balanced it out for your mod.Changing that would cause alot of difference.Thats why i pointed out as an issue with Darth's.
I agree with you on that.
If i do something , it would be around positioning in battle and not changing any stats.Thats if there is a need for it in 2.1.0, which doesn't have to be.
yeah, that is what I want, positioning in battle, not changing units stats... I just want to lose to the AI someday
This is just test fyi,
Well i installed Darth's files ( except export_descr_unit file) and did couple of custom battles.There are some interesting formations and didn't have any CTD.AI went around my formations from both sides and almost surounded me , hehe.
Battles appear to last longer and no "suicide" generals.
Only important stat that is changed is projectiles delay values, but that one is more defined then in original file.If you don't want to change that either, don't copy descr_projectile file.
Descr_battle_map_movement_modifiers changes slightly units speed in battlemap. It's not something that affects stats seriously.
Not saying that is better or worse.
While I am really pleased with Torns work with the AI so far, Darths maybe better? He has, after all, been toying with the ai and formations since RTW came out.
That sounds pretty cool how the army surrounded yours. I haven't experienced any suicide generals in 2.0.0 either.
Knowledge is Power - English Proverb
I found Torns unit stats good, ithere is nothing wrong with them at all.My thing was that this was my battle formation before almost every battle,made by AI:
--------------------SP-------------------
-----------------------------------------
------------A---------------A------------
------SP--SP/HI------------SP/HI--SP----
MC/C--------------- G----------------MC/C
SP= spearmen, A= archers HI= heavy infantry MC/C= Misile cavalry/cavalry G= general
One line with huge gap in middle,plus front SP unit gets oblitarated in no time. And Heavy infantry/infantry should go behind first line for flanking or charging after first wave.Plus Archers are mostly is trying to chase my general, not other units.
AI will always mass charge my left side and sent General thru the middle, so i will always get my units on right free and just go around and hit them from the back.And AI formation was generally same as mine.
Custom battle was like this :
MC-C-----SP--SP--SP--SP--SP-----C-MC
--------------HI----A----HI-------------
--------------------G-------------------
And AI went on all 3 sides, holding middle with SP and going around with HI and C.And Archers were not chasing my general but trying to support points of main attack.As a former military person i found this more realistic behavior.
Like i said that was just a test since we were talking about in this thread, nothing else.I didn't do any tweaking or anything, so it's not something that is perfected.