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  1. #1
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    Default Suggestions for RTRVII and RTW in general

    First thanks to all the modders for such a great mod – and to the mini-modders for the variants in it. Most of it as A+ stuff and I salute you all for all your hard work, research and creativity.

    There are a few things that seem not quite historical and affect game balance that I’d like to make suggestions on though.

    Hoplites and Phalangites
    Historically these were very strong on flat ground against enemy to their front. When Romans first saw phalanx charges (in the war against Pyrrhos and then later against the Macedonians) they were shocked and frightened.

    However a phalanx or hoplites hit in the flank or rear when already fighting enemy to their front tended to be unable to turn anyone to face the threat (partly because of the length of their spears or pikes and partly due to their organisation and training) and would be beaten.

    High morale sword armed infantry like Roman legionaries (e.g vs the Macedonians at Cynoscephali) and Galatians (against the Greeks) seem to have been able to eventually break up and beat hoplites and phalangites even when fighting them to the front.

    RTR phalangites and hoplites (like vanilla RTW ones) seem to have not much of a charge bonus but are capable of fighting enemy attacking from all sides at once.

    Suggestions1) Give phalangites (but not hoplites) increased charge bonuses

    2) Make phalangites frighten enemy infantry (except other phalangites) when they charge them

    3) Double charge bonuses for units charging phalanxes or hoplites in the flank or rear and give phalanxes and hoplites bigger

    4) Give sword armed infantry units (legionaries , gallic swordsmen etc) a bonus against phalangites or hoplites as they could cut through pike/spear shafts and use their less rigid formation to disorder phalangites.


    Hypaspists

    Exactly what the hypaspist units used by Alexander and his successors were is uncertain. We know they were elite units but historians disagree on their role and equipment due to the lack of much solid evidence.

    One guess is that they could fight as peltasts (skirmishers), hoplites or phalangites as they need arose with their sarissa (pikes) kept with the baggage train when the army was on the march.

    In RTR hypaspists seem to be not merely elite but some kind of demi-gods – swordsmen who can massacre enemy heavy cavalry lancers even when charged by them on all sides on flat ground. This is not really in keeping with a Realism mod and whats more the computer sensibly hires as many of these demi-gods as it can to replace mere mortals in its armies.

    Suggestions – 1) Allow hypaspists to be deployed as either peltasts or phalangites – or let them switch between phalanx, normal and skirmish formations. (possibly have different install options for other ideas of what hypaspists were like too)

    2) Reduce their ratings to more human and less divine ones to make them more realistic


    Elephants and Missile fire

    Historically elephants were good for frightening enemy units (especially troops who hadn’t fought or seen elephants before and cavalry whose horses would panic if they weren’t used to them). They were vulnerable to being panicked by enemy javelin or missile fire which would often make them run amok doing more damage to their own side than the enemy. Historically generals protected their elephants by giving them towers with archers and pikemen on their backs , or javelinmen and slingers to run beside or in front of them and keep enemy missile troops away.

    The most famous example of elephants being defeated by javelinmen was at Zama when Scipio’s velites turned back or killed all Hannibal’s elephants (though Hannibal’s elephants had just been captured and may have been half-trained – and some of the mahouts may have been green levies like much two-thirds of Hannibal’s army at Zama while Scipio’s were veterans of the Spanish campaign).

    In RTR and ExRM most javelinmen and archers seem to have lost their bonuses against elephants and chariots (whether this is deliberate or an accident I don’t know). Also war elephants on their own seem to be able to defeat javelin armed skirmishers using just the handful of archers in their towers – and even to outrun and skirmish against them, staying out of javelin range but in bow range.

    Suggestions – 1) Restore javelinmens’ and archers’ bonuses against elephants
    2) Reduce elephants’ speed so they’re faster than infantry but slower than cavalry
    3) Reduce the effectiveness of war elephants’ archers


    Defence Ratings (for all but especially cavalry)
    Defence ratings in vanilla RTW and in RTR sometimes seem to be kind of arbitrary with most of the rating in skill/dodge. While this would make a difference in veteran troops most of the defences of troops in ancient battles were down to their equipment and formation – especially whether they were in skirmish or close formation and the size of their shield (if they had one).

    One of the results of arbitrary defence ratings is that generals’ cavalry bodyguards have massive defence ratings even against archery in both RTW and RTR.

    In reality, while cavalry could run down missile troops who were in skirmish formation and had no other infantry defending them it was very different if the missile troops were in close order or defended by other infantry. Horses make a big target and are easily panicked by being hit by missiles (as was to be shown on a much larger scale much later in the Hundred Years War).

    Ancient cavalry were good at some things – riding down skirmishers on open ground, charging infantry who were already fighting enemy infantry to their front in the flank or rear – and – if armed with javelins (as even many ‘heavy’ cavalry were) – skirmishing. They weren’t used much for charging enemy close formation infantry from the front though (exceptions would be e.g Parthian cataphracts and then only when horse-archers and lack of water had softened enemy infantry up).

    Suggestions :
    1) Reduce arbitrary defence bonuses for skill/dodge. Try to make most bonuses down to equipment for all troop types.
    2) Reduce defence ratings for cavalry most of all.
    3) Give many ancient cavalry (other than Hellenistic and nomad ones) javelins rather than lances and a skirmish ability they can use against enemy heavy infantry

    Technology for ‘barbarian races’

    Rome Total War made some assumptions about ancient technology and civilisation.

    First it assumed they were so backward they could only build wooden walls. This is inaccurate. As many excavations have shown there were stone-faced , earth filled wars on many Gallic towns at the time of Julius Caesar’s invasion (see e.g Peter Connolly’s books).

    Second it assumed that barbarians had reached the highest level of advances in technology, government and civilisation before the Romans conquered them – and that the Romans were the great technological innovators. In fact most civilisations – ‘barbarian’ or otherwise – advanced over time. Some Thracians became Dacians – far more organised in their form of government than a few hundred years before. The Romans also adopted much of their ‘innovative’ technology from other cultures – chainmail from the Celts, artillery and siege techniques from the Greeks for instance and later many different types of cavalry from the Sarmatians and Huns.

    Third it assumes one culture can’t adopt or copy technology and troop types from others. In fact they did all the time. The Romans copied Celts and Greeks; Hannibal (Carthaginian), Mithridates (Pontic) and Antiochus (Seleucid) as well as various Numidian kings copied the Roman legionaries’ organisation and equipment with their own ‘mock’ legionaries. The Romans even trained some of their Numidian allies’ troops.

    Suggestions :
    1) Allow Celts and similar stone walls and some other upgrades they can’t currently get
    2) Allow ‘mock’ legionaries and phalangites (or even any troops type) to kingdoms who have fought (or have borders with) kingdoms that have those troop types
    3) Allow sharing technology in diplomacy
    4) Allow characters a training ability
    5) Allow them to train allies’ troops

  2. #2

    Default Re: Suggestions for RTRVII and RTW in general

    I would agree on restoring the bonus to damage to elephants for Javelinmen, but archers I'm learning towards a no just because the mass of a javelin is much more than an arrow and thus contained more power even if the arrow has much more velocity.

    I don't know what would be the point of giving phalangitai charge bonus. They don't charge. They lower their sarissas and pin enemies. They cannot charge in that formation either, it's frankly impossible to keep that sort of formation while still running. It took hours to just make the formation before battle. If they charge, it would mean their front men would be right next to the enemy, and then what would be the point of their 6 meter sarissas?

    Also, there's a -4 attack penalty already hardcoded towards other infantry when a unit uses a spear so there's already a bonus for a wielder of the sword against the spearmen, and if it's spearman versus spearman, then the penalty effectively just cancels out. And there's no way in the game to simulate the cutting of a sarissa. I've also read that the Romans, though they tried to cut the heads of the sarissas sometimes, rarely succeeded. A huge part of why they won was because by the time they did fight the armies of the Diadochi, they were already expended from fighting each other. Their elite forces were rare and their core troops were mostly leves.

    And there's no way to make charging phalangitai have double the bonus if done to the rear. And since you can't charge phalangitai, there's no fear value. The fear value shouldn't exist anyhow. Even a forest of sarissas shouldn't give a fear value higher than the game already calculates for having a unit there. And I have no idea what you mean when you say "and use their less rigid formation to disorder phalangites." Does it not already happen? If you stick a regular maniple against a successor phalanx, the maniple automatically just moves around the spears and eventually starts going at the flanks. If you mean against a Greek phalanx, well, it's harder to disrupt their formation. A Greek phalanx is not as inherently hard to form as one of the successor kingdoms.

    I have no comments on the Hypaspists as I know very little of them. No comments on the cavalry stuff either as I don't remember what the defense values of cavalry are in this mod. The Gallic tribes did have walls bigger than just plain old wood ones, yes. Beyond that I don't know.

    There's a difference between historical and just simple speculation. There may be a lot of chances for some of the less developed factions to grow technologically if they had been the victors of the ancient wars, but this didn't happen. Real stuff like the "mock" legionaries (which may or may not have just developed independently due to its usefulness) are in the game already I think, or some of the stuff anyways. I believe the factions get them once the Romans get their Marian reforms.

    Sharing of technology with diplomacy isn't possible within the confines of the game's code I believe. There might be some scripting sequence that allows this. Being able to recruit allied troops is probably not a good idea. A city only has a certain amount of units it can recruit before the game crashes. I think it was 32, but I don't remember right now. Allowing characters to train troops is also not possible due to the hardcode I would think.
    Last edited by Korlon; April 10, 2008 at 04:54 PM.

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  3. #3

    Default Re: Suggestions for RTRVII and RTW in general

    Oh dear, there are two of these? I gave my reply in the other thread.

  4. #4
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    Default Re: Suggestions for RTRVII and RTW in general

    Quote Originally Posted by Dunadd View Post
    1) Give phalangites (but not hoplites) increased charge bonuses
    They already have a strong pushing power, but not charge. The charge bonus doesn't work for infantry, however.

    Quote Originally Posted by Dunadd View Post
    2) Make phalangites frighten enemy infantry (except other phalangites) when they charge them
    Sounds like a good idea


    Quote Originally Posted by Dunadd View Post
    4) Give sword armed infantry units (legionaries , gallic swordsmen etc) a bonus against phalangites or hoplites as they could cut through pike/spear shafts and use their less rigid formation to disorder phalangites.
    Bonus against infantry cannot be done in RTW. Maybe it'd be better to lower defensive skills of phalangites?

    Quote Originally Posted by Dunadd View Post
    Exactly what the hypaspist units used by Alexander and his successors were is uncertain. We know they were elite units but historians disagree on their role and equipment due to the lack of much solid evidence.
    One guess is that they could fight as peltasts (skirmishers), hoplites or phalangites as they need arose with their sarissa (pikes) kept with the baggage train when the army was on the march.
    In RTR hypaspists seem to be not merely elite but some kind of demi-gods ? swordsmen who can massacre enemy heavy cavalry lancers even when charged by them on all sides on flat ground. This is not really in keeping with a Realism mod and whats more the computer sensibly hires as many of these demi-gods as it can to replace mere mortals in its armies.
    It seems you're playing RTR 6 or RTR-PE 1.8? Hypaspists in 1.9 is just an overpriced peltast/hoplite unit and they cannot even beat principes.

    The problem with morale affects all units - they generally have excellent morale and willing to fight until last man. A possible solution is to lower the morale and weapon lethality (so the battle wouldn't end too fast), which I already added into my mini-mod. But it also makes siege battle to take forever because the defenders in the center of the city cannot rout.
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    Last edited by AqD; September 20, 2011 at 06:31 AM.

  5. #5
    HouseOfHam's Avatar Primicerius
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    Default Re: Suggestions for RTRVII and RTW in general

    A lot of your suggestions are not possible to implement due to the game engine's limitations. I'm not going to make any promises and will only indicate what can/cannot be done. This is only an FYI post so you know what can be modded.

    Quote Originally Posted by Dunadd View Post
    Hoplites and Phalangites
    Suggestions1) Give phalangites (but not hoplites) increased charge bonuses

    2) Make phalangites frighten enemy infantry (except other phalangites) when they charge them

    3) Double charge bonuses for units charging phalanxes or hoplites in the flank or rear and give phalanxes and hoplites bigger

    4) Give sword armed infantry units (legionaries , gallic swordsmen etc) a bonus against phalangites or hoplites as they could cut through pike/spear shafts and use their less rigid formation to disorder phalangites.
    1) possible
    2) not possible - A unit can have these attributes in EDU: frighten_foot, frighten_mounted, and effects vs specific types of mounted units, i.e. +/- to attack vs elephants, charriots, camels, or horses. That's as selective as you can get.
    3) not possible - The charge bonus is a single constant vs any unit type
    4) not possible - and tbh, swordsmen already get an implies bonus of being able to envelop a phallanx unit, which I think is sufficient


    Quote Originally Posted by Dunadd View Post
    Hypaspists

    1) Allow hypaspists to be deployed as either peltasts or phalangites – or let them switch between phalanx, normal and skirmish formations. (possibly have different install options for other ideas of what hypaspists were like too)

    2) Reduce their ratings to more human and less divine ones to make them more realistic
    1) ??? - There is more than one type of hypaspists in RTR, i.e. with swords and pikes. The ones that use swords have javelins, the ones with pikes have the phallanx formation. You can put any unit in loose formation.
    2) possible

    Quote Originally Posted by Dunadd View Post
    Elephants and Missile fire

    In RTR and ExRM most javelinmen and archers seem to have lost their bonuses against elephants and chariots (whether this is deliberate or an accident I don’t know). Also war elephants on their own seem to be able to defeat javelin armed skirmishers using just the handful of archers in their towers – and even to outrun and skirmish against them, staying out of javelin range but in bow range.

    Suggestions – 1) Restore javelinmens’ and archers’ bonuses against elephants
    2) Reduce elephants’ speed so they’re faster than infantry but slower than cavalry
    3) Reduce the effectiveness of war elephants’ archers
    1) I think this has already been addressed in RTR VII: TIC. If you try it, you will immediately notice how effective the javelins are against elephants.
    2) Not sure if this is possible without changing the skeletons. Not sure if anyone currently on the RTR team knows how to do that. ;(
    3) Most of the time, the archers used as elephant mounts are another unit with it's own stats (cretans?), thus either the cretans would also be affected, or a whole new unit would need to be created to serve as mounts. This may not be possible due to the limit of the maximum number of units.

    Quote Originally Posted by Dunadd View Post
    Defence Ratings (for all but especially cavalry)
    Suggestions :
    1) Reduce arbitrary defence bonuses for skill/dodge. Try to make most bonuses down to equipment for all troop types.
    2) Reduce defence ratings for cavalry most of all.
    3) Give many ancient cavalry (other than Hellenistic and nomad ones) javelins rather than lances and a skirmish ability they can use against enemy heavy infantry
    1) and 2) possible - Being addressed. Again, you should try RTR VII: TIC to get an idea of the work Mcantu has done on balancing units.
    3) possible - I think you would have to prove this one to the historians, though.

    Quote Originally Posted by Dunadd View Post
    Technology for ‘barbarian races’

    Suggestions :
    1) Allow Celts and similar stone walls and some other upgrades they can’t currently get
    2) Allow ‘mock’ legionaries and phalangites (or even any troops type) to kingdoms who have fought (or have borders with) kingdoms that have those troop types
    3) Allow sharing technology in diplomacy
    4) Allow characters a training ability
    5) Allow them to train allies’ troops
    1) possible - This is an issue for (edit) further discussion
    2) not possible - The closest we can do to emulate this is AOR or post-Marian reform units
    3) not possible - diplomacy is one of the RTW engine's weak points, it's nearly useless
    4) not possible - The only possible upgrades are weapons/armor (from buildings) and experience (auto)
    5) not possible - same as 2)
    Last edited by HouseOfHam; April 17, 2008 at 10:25 AM.
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  6. #6
    MCM's Avatar Saint of lost causes
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    Default Re: Suggestions for RTRVII and RTW in general

    Great answer HoH

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