In next version, half-civilized units for later barbarian. They're ahistorical and try to give an answer to "What would it be like if Thracians or Gauls create a vast empire like Alexander's", which didn't happen in history but certainly possible in game - and it'd be very unrealistic if a Gallic empire, stretched from Iberia to Bactria, still use the tribal warband who cannot even afford a sword!
I use 512x512 textures for all new units in order to give them the greatest details (the screenshots are made in movie camera), so it could cause a bit slowness
Reskinned Eastern factions:
It will cover entire Parthian, Armenian, and eastern AOR units.
All units get 3-hp; 3 is the least acceptable value without hindering the kill power of certain elite units.
... and 80% defense (armour & shield uneffected)
... and excellent stamina to counter AI stupidity
Arrows are slighly weakened and archers get smaller unit size (200 instead of 240). Slings are made more powerful and slinger units will require 2 turns to train.
Cavalry units have their universal armour-piercing ability removed. Instead they get higher attack.
Cavalry charge power is greatly reduced to make them more realistic.
Armour-piercing capability is given to several skilled/elite/assault infantry such as Caetrati Falcata, Basilikoi Hypaspistai, and Azaku Mardig etc.
Realistic unit spacing & loose formations:
Spoiler Alert, click show to read:
Forced unit spacing in formation by adjusting unit radius.
Example 1: Hoplite (tight formation) vs Two-handed swordsmen (very wide formation)
The spacing of both units are default 0.4. As you can see, without a real spacing limit, the wide formation is meaningless because all of the soldiers just pack together for engagement:
Now I change the spacing of two-handed swordsmen to 0.65, which fits their battle formation:
The spacing/radius change has big impact on the combat efficiency for units in loose formations - as happened in real world! These units will get increased attack/defense for compensation, and they'll perform much better in flanking rather than a frontal attack.
Other changes:
Wooden walls are added back, in order to fix the unit spreading bug during siege battles. All towns start with wooden pallisade at least.
Mines are divided into 4 levels to reduce mining income in under-developed regions such as Iberia.
Certain units get 20% discount on recruitment cost (not upkeep!). It's meant to trick AI to recruit more cavalry units.
Horses are changed to use Pinarius' horse model; skins are unchanged because there is a nasty ear-color bug in Pinarius' skins.
Scripted money help for AI!
Spoiler Alert, click show to read:
All AI factions get 10,000 denarii if their treasury is smaller than 5,000 in the end of each turn.
Poor Thracians and Germans get extra 5,000 denarii if they meet the above condition - but this applies only when they are still small and weak
AI Parthians and Romans get 15,000 - 20,000 denarii if their treasury is lower than 10,000 in their early campaign.
Human players get scripted money reduction so you cannot keep a large treasury without large money income:
50,000 - 75,000 denarii: -5,000 per turn
75,000 - 100,000 denarii: -15,000 per turn
100,000 - 150,000 denarii: -20,000 per turn
150,000 - 200,000 denarii: -30,000 per turn
200,000 - 300,000 denarii: -40,000 per turn
.... (It's only to reflect higher salary & inflation for rich governments, not to kill you! )
New Landbridges:
Spoiler Alert, click show to read:
Britain <-> Europe
Ireland <> Britain
Bosporus
Italy <> Greece
Credit:
Armoured horse model - the one with horse trapper, from Europa Barbarorum (removed & replaced in final version)
Armoured horse models from monkwarrior's Iberia: Total War! Reins are removed so they wouldn't look weird compared to other vanilla horses.
A personal question, in your former release, you announdced recruitable siege towers. I like the idea and wanted to implement for myself. I thought if I change the "engine" line to "siege tower", it would work but I was wrong
There is some other changes needed to be done. Can you please explain briefly how I can get towers on battlefields..?
A personal question, in your former release, you announdced recruitable siege towers. I like the idea and wanted to implement for myself. I thought if I change the "engine" line to "siege tower", it would work but I was wrong
There is some other changes needed to be done. Can you please explain briefly how I can get towers on battlefields..?
Well it's enough here. I'm not sure what I have changed in other files. I guess it's deser_engine.txt (attached)
It wouldn't help much though. The pre-built towers/rams can be be used in battle, but on campaign they're just another unit and you'd still be required to bring other siege weapons or build extra ram/towers before assaulting.
I changed the battle system to be more like EB's (perhaps TIC's too?) - generally higher attack and lower defense for units, but I also make all units to have 3 hp to slow down battles. So far it works much better than the first version or RTR's, in which high/ap attack againt heavy infantry such as Legionaries often has little or no effect.
I don't have spreadsheet for unit stats. Instead they're modified by scripting and selectively tested in custom battles. Some of the results:
Thracian Rhomphaiaphoroi: even match with Basilikoi Hypaspistai, routed Legionaries before fight began; got beaten by Gallic Chosen Swordsmen... weird result.
Roman Legionaries vs Iberian Scutarii Falcata Infantry: legionaries won but with very heavy loss.
Armenian Azaku Mardig vs Bosporan Pelekephoroi: even match, but the latter were routed when unit size down to 60%-50% due to lower morale.
Kurtioi Pelekephoroi (Cyrtian Axemen) vs Roman Hastati: the former got chopped down slowly. Routed when unit size down to 70%-50%.
Hoplites and elite hoplites are not tested yet because of their special stats. They're much better in real battles than in auto-resolved ones due to the tight formation thing added in next version.
Last edited by AqD; November 15, 2008 at 11:27 AM.
Hi! Write your message here. Playing for your favorite carthaghe, I encountered a problem that I do not really like. This is what the development of the game, they are great bands, or Ptolemaic Egypt, or in another campaign, conquered their Seleucus. I have to struggle against them for a long time. In some Mods, for example, such as .. IMPERATOR II: Apocalypto, exists on the map partition. This enables punnic historically developed, and look at Spain and Rome. Do not you think you about this? (Sorry for my bad English.)
Hi! Write your message here. Playing for your favorite carthaghe, I encountered a problem that I do not really like. This is what the development of the game, they are great bands, or Ptolemaic Egypt, or in another campaign, conquered their Seleucus. I have to struggle against them for a long time. In some Mods, for example, such as .. IMPERATOR II: Apocalypto, exists on the map partition. This enables punnic historically developed, and look at Spain and Rome. Do not you think you about this? (Sorry for my bad English.)
Yes and I have tested it. There is a restriction to force AI Ptolemaic not to attack Carthaginians. But if you're a human player then the rule may not apply
The problem with landlock in africa is that it would create an end in Ptolemaic terrority and make it to put everything it has on Seleucid side, and conquer the entire near east in 1 or 2 decades (which is the richest regions in my mod).
Besides, neither Romans nor Carthaginians would play by history anyway. Romans always focus on Gauls and Carthaginians always try to get the poor and useless numidian regions. I tried to tweak victory conditions, forced diplomacy, and initial diplomacy attitude - none of them works as expected after a few decades. The only possible solution now is the hidden faction ownership of settlements, which as far as I know is never used by any RTW mods....
Besides, neither Romans nor Carthaginians would play by history anyway. Romans always focus on Gauls and Carthaginians always try to get the poor and useless numidian regions. I tried to tweak victory conditions, forced diplomacy, and initial diplomacy attitude - none of them works as expected after a few decades. The only possible solution now is the hidden faction ownership of settlements, which as far as I know is never used by any RTW mods....
I'm curious, what do you mean by the "hidden faction ownership of settlements"? Are you referring to how you can list a faction as the "faction creator" of a region (province) in the descr_strat.txt file?
Oh, I would also like to congratulate you on what looks like an excellent mod, that I do think I'll give a try. Thanks for sharing!
Last edited by Marcus Camillus; December 02, 2008 at 07:30 PM.
I'm curious, what do you mean by the "hidden faction ownership of settlements"? Are you referring to how you can list a faction as the "faction creator" of a region (province) in the descr_strat.txt file?
Yes. I digged an old thread on forums.totalwar.org and it seems that monkwarrior's Iberia Total War also used it with some success. But the effect is not really visible enough on RTW-Alexander...
Originally Posted by Emperor Domitianus
After finishing all of those are you thinking to work on more units to add?
Heh, actually I won't have time to finish the "civilized" barbarian part before X-mas, or even fix them with new things I have learned over the months.
Thanks! I'll upload the latest version today and pm you when it's done
I have had a look. Your work is clearly visible comparing the units which you have reworked/added and the already in ones.
I have sent you a Pm about some first impressions.
I will wait for a reply.