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  1. #1
    Hister's Avatar Domesticus
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    Default Re: Paeninsula Italic Suggestions and Comments

    Aper, YOU ARE THE MEN FOR THE EDU TASK! Opinions of others can be regarded as suggestions to make your job better/easier. You don't actually have to do all that is suggested

    Thanx again mate!
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  2. #2
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    Default Re: Paeninsula Italic Suggestions and Comments

    Ups, i missed it: sec hp. But afaik, this stat makes no difference. Does the sec hp stat influence the health of a unit. I thought this is only due for elephants and for chariots.

    ; stat_health Hit points of man, followed by hit points of mount or attached animal (if applicable)
    ; Ridden horses and camels do not have separate hit points
    ... bold is for elephants and chariots.
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  3. #3
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    Default Re: Paeninsula Italic Suggestions and Comments

    No DaVinci: secondary health stat influences all unit types and is a great tool for balancing the autoaclculated battles and thus campaigns!
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    Default Re: Paeninsula Italic Suggestions and Comments

    Quote Originally Posted by Hister View Post
    No DaVinci: secondary health stat influences all unit types and is a great tool for balancing the autoaclculated battles and thus campaigns!
    Aha, must be a discovery against the CA edu instructions then.
    Never saw this applied, afaik. But i have to look into edu's done by Aradan deeper, obviously.

    Edit: Ok, i see it in VI2's edu. Very good idea then, just raise it for the Romans ... lol.
    Last edited by DaVinci; October 17, 2008 at 02:56 PM.
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  5. #5
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    Default Re: Paeninsula Italic Suggestions and Comments

    According to aradan's guide:

    Balancing auto-resolve


    The second value of stat_health can be used to improve the balance of auto-resolve. Certain units like chariots are currently overpowered in it, while other like mounted and missile units are underpowered. Here follow some rough suggestions on how to assign sec hp values in order to balance auto-resolve more evenly:

    • Animal units stay as they are.
    • All other units get 5 sec hps.
    • Units with 2 or more prim hps get -1 sec hp for each extra prim one.
    • Missile units with low-medium missile attack get +1 sec hp.
    • Missile units with medium-high missile attack get +2 sec hps.
    • Mounted units with low-medium charge get +1 sec hp.
    • Mounted units with medium-high charge get +2 sec hps.
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    Default Re: Paeninsula Italic Suggestions and Comments

    And i support your view DaVinci!
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  7. #7

    Default Re: Paeninsula Italic Suggestions and Comments

    This means something like roman heavy infantry getting 6 sec HPs instead of normal 5, if we decide to use this system, right?

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    Default Re: Paeninsula Italic Suggestions and Comments

    I would go probable with 7 for Roman line infantry: Hastati, Principes, Triarii ..., all other same as the common system that you will apply, in the hope the Roman AI will recruit these units at most ... but this could be supported by just an easier access via train costs and eventually an edb recruitment system different to the one that is applied now).

    Btw., i found one bug in edu: Rhaeti Lancearii have only 20 men instead of 40.
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  9. #9

    Default Re: Paeninsula Italic Suggestions and Comments

    Quote Originally Posted by DaVinci View Post
    I would go probable with 7 for Roman line infantry: Hastati, Principes, Triarii ..., all other same as the common system that you will apply, in the hope the Roman AI will recruit these units at most ... but this could be supported by just an easier access via train costs and eventually an edb recruitment system different to the one that is applied now).

    Btw., i found one bug in edu: Rhaeti Lancearii have only 20 men instead of 40.
    Maybe I should give Roman heavy infantry 0 rec time? this should encourage greatly the AI to train them, but I fear it will be excessive and unbalancing :hmmm:By the way, historically the Roman availability of new armies to replace defeated ones was legendary ...

    Thanx for the segnalation of the bug!

  10. #10
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    Default Re: Paeninsula Italic Suggestions and Comments

    Quote Originally Posted by Aper View Post
    Maybe I should give Roman heavy infantry 0 rec time? this should encourage greatly the AI to train them, but I fear it will be excessive and unbalancing :hmmm:By the way, historically the Roman availability of new armies to replace defeated ones was legendary ...

    Thanx for the segnalation of the bug!
    It's worth a test, for Hastati and Principes imo..
    But then they shouldn't get significant lower costs, what i else suggested, or the human player could overrun to easy the map.

    Edit: Contrary, eventually those units should get higher train costs and upkeep then, to counter the possible human player exploit. It's worth a test actually, and could reflect at least also the high available numbers of these Roman militia soldiers. But difficult to balance in the whole anyway, as the AI can go bancrott, if the upkeep is too high.
    A roman AI money script can counter-effect this though, this is easily done.
    Last edited by DaVinci; October 17, 2008 at 03:56 PM.
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    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
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  11. #11
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    Default Re: Paeninsula Italic Suggestions and Comments

    Guys I won't manage to upload the patch today. Tomorrow or in Sunday. Please be patient - it will be worth it!
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  12. #12
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    Default Re: Paeninsula Italic Suggestions and Comments

    Quote Originally Posted by Hister View Post
    Guys I won't manage to upload the patch today. Tomorrow or in Sunday. Please be patient - it will be worth it!
    Too bad, i thought you could upload a first rough patch in the next hour, only to see the patch tendency (despite all the edu balance etc.), and that i can play the mod improved .
    It would give me also a better idea on helping you in some of the things we discuss via pm all the days
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    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
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  13. #13
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    Default Re: Paeninsula Italic Suggestions and Comments

    Ha ha Aper - you rulz!
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  14. #14

    Default Re: Paeninsula Italic Suggestions and Comments

    Ok guys, I want your opinion about my new mini-system, it's heavily morale-based, with tweaks and adjustments when necessary :
    1) unit size : 10 bodyguards, 20 cavalry and uber-elites, 40 melee infantry, 60 missile infantry and hoplites
    2) unit mass : IMO the effect of "push" is in most mods excessive, so I'm giving all units a mass > 1 : according to Aradan EDU guide the effect of push is smaller when pushed soldiers have mass > 1. Normally I give units a mass of 1.(2xMorale) obviously hoplites without shield-wall have higher, 1.(4xMorale), when they have shield-wall I don't raise their mass because it gives insane pushing power.
    All Hoplites also get their normal 0.4 soldier radius reduced by the value of their morale = lower unit radius value makes hoplite fight like a whole and helps mantaining a tidy battle formation ( the suggested minimum is 0.2)
    3) space between soldiers : normally I use a 2/3 relation width/depth, 4 lines, but this need heavy testing
    4) I have yet to decide the exact amount of sec HPs to give to units, because I feel the chariots overpowered and I want to reduce theirs : about chariots I depend on your opinion, because I have no idea of the fighting style of chariots in italian peninsula.
    5) about javs, I give to all a -10 range, 0 attack delay ; pilum have their attack doubled and AP removed
    6) these are my new weapons values : attack, charge / delay
    - machaera: 7, 4 / 6
    - gladium,xiphos: 5, 2 / 4
    - kopis, falcata: 6, 3 / 6

    Celtic :
    - Longsword: 6, 6 / 6
    - Sword: 5, 4 / 4

    - dagger: 3, 1 / 0
    - knife: 2, 0 / 0

    - heavy axe: 7, 7 / 10
    - light axe: 6, 6 / 8

    - short spear: 4, 4 / 2
    - long spear: 5, 5 / 4
    - hoplite spear: 10, 5 / 8
    - sarissa: 6, 6 / 10
    most have yet to be tested, I'm doing it now
    7) lethality is now entirely dependent on morale (0.2xMorale) : I got an headache trying to decide if a swordslash in the chest is more or less dangerous than a spearstab in the face, then I realized it's a nonsensical question : a well trained soldier can kill you even with his bare hands ; differences between weapons are portraied by attack charge and delay values.
    8) little tweaks to defense to counter a bit the new "light_spear" attribute, given the no shield-wall hoplites a +2 to shield
    9) costs : it's very hard to decide before seeing the new economic model : but I'm willing to raise the cost of hoplites in a range of 50 - 100 %
    10) I have yet to decide the exact amount of Roman boni : I'll ask your opinion when I'll have any ideas

    uuuff finish! please share thoughts / suggestions / criticism!!!!
    Last edited by Aper; October 18, 2008 at 04:20 AM.

  15. #15
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    Default Re: Paeninsula Italic Suggestions and Comments

    Sounds good Aper but yeah, only testing will tell if good or not

    Chariots weren't used that often by our factions except Celtic ones who had a lot of them. They were mainly used for skirmishing purposes and to scary the foe. Drivers didn't go into enemy formation full ahead since that would be the end of them. I really don't have a clue how to portray this besides what is already done on them.
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  16. #16
    Hister's Avatar Domesticus
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    Default Re: Paeninsula Italic Suggestions and Comments

    Ligurian infantry units don't get their weapon upgrades even with Apunia/Blacksmith built, probably because they're not marked as light/heavy infantry. I think they're all considered missle units, since they all get weapon upgrades from the archery range.
    Aper, change that to for Ligurians!
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  17. #17

    Default Re: Paeninsula Italic Suggestions and Comments

    Quote Originally Posted by Hister View Post
    Aper, change that to for Ligurians!
    funditores, sagittarii and ferentarii "missile", lanceari "infantry spearmen", spatharii "infantry heavy" : there's nothing wrong ... :hmmm:
    @ Hister
    another idea about shield-wall : give it to all italic units that have "Hoplite" in the name, and remove it from clipeati / triarii, making them "shieldwall-less" hoplites.
    Last edited by Aper; October 18, 2008 at 07:46 AM.

  18. #18
    HouseOfHam's Avatar Primicerius
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    Default Re: Paeninsula Italic Suggestions and Comments

    Quote Originally Posted by Aper View Post
    funditores, sagittarii and ferentarii "missile", lanceari "infantry spearmen", spatharii "infantry heavy" : there's nothing wrong ... :hmmm:
    @ Hister
    another idea about shield-wall : give it to all italic units that have "Hoplite" in the name, and remove it from clipeati / triarii, making them "shieldwall-less" hoplites.
    Why do they have 'archery' in stat_pri??? It should be 'simple'.
    Last edited by HouseOfHam; October 19, 2008 at 12:26 AM.
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  19. #19
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    Default Re: Paeninsula Italic Suggestions and Comments

    Hah, Aper I hope you don't get lost 'cos of all those suggestions! This last idea is pretty much what I have done for M2TW PI!

    Okey - so Ligurians are fine. was just posting it from one member of ours - was probably related to taht smith bonus not being applied.
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  20. #20

    Default Re: Paeninsula Italic Suggestions and Comments

    lost? naah I'm super-intelligent!
    up to now, only 1/3 of the new EDU is done , it's a long work ....

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