Is there anything wrong with the stats for archers/crossbowmen? They seem overpowered to me. Even basic unarmoured men seem to fight well in hand to hand combat against knights!?
Is there anything wrong with the stats for archers/crossbowmen? They seem overpowered to me. Even basic unarmoured men seem to fight well in hand to hand combat against knights!?
Their attack and defense are only something like 1 and 3, atleast for crossbow peasants. But I do agree that it's odd, how long it takes knights and other heavies to chew up naked peasants. I don't know how much went into the balancing of unit stats in this particular mod, (and not something that can be changed lightly.. this mod has alot of units.), but it can afford a change or two.
A lot of balancing did go into this mod, but I agree that archers/crossbowmen are still unbalanced.
There are a few other units that are unbalanced but most of those are because of CA not TLR.
Knowledge is Power - English Proverb
I believe armour values were increased for most units, resulting in longer battles. (a good idea IMHO)
Do they win against the knights, or does it just take the knights a while to kill them?
There's definitely some kind of balancing issue - try it out for yourself, try a custom battle with an army of longbow men/archers against knights. It's interesting!
I've been digging through some old threads and it would appear that Torn knew about this, and said that he was looking at addressing it in the new beta.
Fingers crossed. It's a weird one because it unbalances the early era quite considerably, especially when AI armies don't upgrade their troops and they walk around with a stack full of ancient archers/melee troops.
I believe its unbalanced because torn implemented a new armour system a version or two ago so a few units especially knife wielding ones became unbalanced.
If you can't wait for the next version you could always edit the attack value of the archers yourself by taking it down a point or two.
Knowledge is Power - English Proverb
Oh it's pretty simple, you just open up the export_descr_unit txt in your data folder, and change the corresponding values. There's also a nice little 'what is what and where it is' at the top. You just apply that template when you're looking at one of the units.
:WARNING: MAY CAUSE IRREPARABLE DAMAGE T- .. Nah, just kidding. Just be careful not to add any extra spaces, remove any spaces, any dashes, etc, etc, etc. Only touch the numbers and you should be fine. Being on the safe side, back up the txt before you mess with it.
Edit:
tat_sec 3, 5, no, 0, 0, melee, melee_blade, blunt, mace, 275, 1.0 (Default longbowmen Secondary weapon stats)
tat_sec 1, 1, no, 0, 0, melee, melee_blade, blunt, mace, 275, 1.0 (Now he sucks at melee, easy!)
Last edited by Smarmy; September 27, 2007 at 02:48 PM.
The solution is simple
go into battle_config
where it says;
<combat-balancing>
you'll find;
<melee-hit-rate>0.5</melee-hit-rate>
you can expand upon this like so;
<melee-hit-rates>
<heavy-infantry>0.8<heavy-infantry>
<light-infantry>0.65<light-infantry>
and so on(as detailed as you want it)followed by
<melee-hit-rates>