Page 1 of 2 12 LastLast
Results 1 to 20 of 27

Thread: Movement rate on Campaign Map...

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Icon4 Movement rate on Campaign Map...

    When you really look at how slow everythign moves on the map dont you feel that its extremely slow and unrealistic?

    Well would it take a diplomat more than 30 years to travel on horseback from Cairo To Paris? Or 5 years to go from north to south France? Or 3 Years to travel from one end of Greece to the other? Or Take a ship from england to the Holy Lands taking about 8 years?

    Well back most armies and people marched a lot faster with horse and just with walking...

    It took about 1 year and 3 months to walk cairo to france
    It took about 4 months to walk North of France to South of France
    It took about 62 days to walk from one end of Constaninople to Ragusa
    It took about 11 months to sail from London to Acre

    [All measurements were done using the following data;
    An average man, walking from 9 in the morning to around 5 at night to eat breakfast was eaten before the march. This man was walking for 8 hours a day , with an average walking pace of 3mph with a horse carrying all supplies and stopping once a week for a whole day...

    Overall i think that the movemnt rate of peopel and armies in M2:TW should be greatly increased....

  2. #2

    Default Re: Movement rate on Campaign Map...

    Maybe the movement rates are too slow, but if you greatly speed them up armies will be either in town or sieging a town all the time and you will hardly have any normal battles, hence the slower walking speeds

  3. #3
    CtrlAltDe1337's Avatar Praepositus
    Join Date
    Dec 2006
    Location
    Tennessee
    Posts
    5,424

    Default Re: Movement rate on Campaign Map...

    Quote Originally Posted by Korvash View Post
    Maybe the movement rates are too slow, but if you greatly speed them up armies will be either in town or sieging a town all the time and you will hardly have any normal battles, hence the slower walking speeds
    In my minimod where I upped movement by 50% I still have plenty of field battles. More movement actually helps the AI be smarter, too.


  4. #4

    Default Re: Movement rate on Campaign Map...

    My answer to this problem was to change years per turn from 1.5 to 0.5.

    It's not perfect, but more realistic. When I have time, I might also extend all movement points by at least 20%.

  5. #5

    Default Re: Movement rate on Campaign Map...

    Quote Originally Posted by McCloy View Post
    My answer to this problem was to change years per turn from 1.5 to 0.5.

    It's not perfect, but more realistic. When I have time, I might also extend all movement points by at least 20%.
    That would require population growth change (presumely by a scale factor of 3). It might work okay if you have Real Recruitment, but else you would have high tech (eg plate armour) way before the intended date.

  6. #6

    Default Re: Movement rate on Campaign Map...

    You forgot to calculate that travelling during winter was rarely done, and time spent with wenches would constitute a fair amount of the travelling time.

    Jest aside, it's an abstraction, for balancing reasons.
    How fun would it be if the Fatamids could sail out from Cairo and strike London the same round?
    At least this way you would get a fair idea about what was about to happen. As they would in these times as well.

    The way I see it, I wage more constantly than what was periodically correct.
    So my campaigns are "outside the time frame" as I imagine it.
    Increased agent movement would not be so atrocious, but it's fairly easy to edit this yourself, if you are so inclined.

  7. #7

    Default Re: Movement rate on Campaign Map...

    Well considering what you have said above, you are correct, invading england in one turn while palaying as the Fatimids would be no fun, but maybe if the troops had a bit more increased movement rate it would help, because some of the cruasades in the game take a looooooonnnnggggg time, some times they spanned almost 15 turns, just for the HRE or England or FRance to get to my capital Cairo, and this can be a bit annoying as the enemy general dies before he gets there or it gets ambushed or killed, and then it never really finishes... anyways how would i change this myself?

  8. #8

    Default Re: Movement rate on Campaign Map...


  9. #9

    Default Re: Movement rate on Campaign Map...

    I increased the starting action points to 200 for generals, 220 for agents, 250 for admirals and I much prefer those numbers. Just open up desc_character.txt in the data folder and look for starting_action_points or something like that, the number next to it is what you want to change.



  10. #10
    y2day's Avatar TWC STORE NOW OPEN!
    Content Emeritus Administrator Emeritus

    Join Date
    Oct 2007
    Location
    under your bed
    Posts
    9,248

    Default Re: Movement rate on Campaign Map...

    I increase each by about 20 points, and it seems to be okay.




    TWC Graphics Workshop Art Competition!!!
    MEMBER OF THE IMPERIAL HOUSE OF HADER

  11. #11
    Indefinitely Banned
    Join Date
    Mar 2008
    Location
    The People's Glorious Republic of Ireland
    Posts
    818

    Default Re: Movement rate on Campaign Map...

    If i were to adjust the movement rate in my game would I have to restart my campaign?

  12. #12
    y2day's Avatar TWC STORE NOW OPEN!
    Content Emeritus Administrator Emeritus

    Join Date
    Oct 2007
    Location
    under your bed
    Posts
    9,248

    Default Re: Movement rate on Campaign Map...

    Quote Originally Posted by HitmanIRL View Post
    If i were to adjust the movement rate in my game would I have to restart my campaign?
    No




    TWC Graphics Workshop Art Competition!!!
    MEMBER OF THE IMPERIAL HOUSE OF HADER

  13. #13
    Indefinitely Banned
    Join Date
    Mar 2008
    Location
    The People's Glorious Republic of Ireland
    Posts
    818

    Default Re: Movement rate on Campaign Map...

    Ok thanks and + rep

  14. #14
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: Movement rate on Campaign Map...

    Quote Originally Posted by BioHazard2121 View Post
    When you really look at how slow everythign moves on the map dont you feel that its extremely slow and unrealistic?
    ....
    Overall i think that the movemnt rate of peopel and armies in M2:TW should be greatly increased....

    This has been discussed many, many times before. If you increased movement rates to what is realistic, the game will become boring and unplayable.

    Every time you want to attack a settlement, you can get there in a single turn and start the siege immediately. So the AI will have no chance to react to the crossing of their borders by your forces. How is that realistic? Any enemy power would mobilise its forces to stop any border incursion ASAP but if you can get 300 miles into their territory in one turn, they never have that chance. By increasing movement rates to realistic levels, you have thrown other, more important and strategic, aspects of realism out the window.

    The AI has a hard enough time dealing with human brains as it is without taking away any chance it has to defend itself.

    The best we can hope for is to change the timescale to 6 months per turn (and adjusting the settlement growth rates accordingly) so that armies will still move the same distance, but the time represented by that distance will be reduced by 2/3.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  15. #15

    Default Re: Movement rate on Campaign Map...

    If you increased movement rates to what is realistic, the game will become boring and unplayable.
    Perhaps, but you would have to quadruple the rates to get near realism -- simply increasing them by 50% or so really improves the game and, in my opinion, is vital for a map this size.



  16. #16

    Default Re: Movement rate on Campaign Map...

    Agree with Catesar above. The game is turn based, so a realistic movement speed representation would mean on the player's turn, you can go straight for an AI's capital, sack it, and come back home.

    With Military Education, Steeds, and ancillaries, you can gain enough movement speed to a good amount that doesn't ruin gameplay.

  17. #17

    Default Re: Movement rate on Campaign Map...

    Those arguing against any increase should try it. Also, no one is arguing for true realism. A 50% increase is still nowhere near 'realistic', but it's much better than the 150 points the mod currently uses. It certainly doesn't 'ruin' gameplay.
    Last edited by cherryfunk; May 05, 2008 at 12:22 PM.



  18. #18
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: Movement rate on Campaign Map...

    Quote Originally Posted by cherryfunk View Post
    Those arguing against any increase should try it. Also, no one is arguing for true realism. A 50% increase is still nowhere near 'realistic', but it's much better than the 150 points the mod currently uses. It certainly doesn't 'ruin' gameplay.
    Does that change increase the number of siege battles vs open field battles?

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  19. #19

    Default Re: Movement rate on Campaign Map...

    Point taken. Apologies for misunderstanding.

  20. #20
    Caelifer_1991's Avatar Vicarius
    Join Date
    Feb 2008
    Location
    Bristol, United Kingdom, European Union
    Posts
    2,924

    Default Re: Movement rate on Campaign Map...

    I increased the the values from 140 to 180, the ones from 180 to 220, and the one's @ 200 to 270, the gameplay is pretty much the same but armies going on crusade take like 8 - 11 turns instead of 12 - 16 ^^ seems a good compromise, is highly noticable but the game mechanics are the exact same basically change the values as you like and see what works well ^^ i recommend an increase of between 25% and 45%
    Last edited by Caelifer_1991; May 05, 2008 at 07:45 PM.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •