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  1. #1
    Zarax's Avatar Triple Chaosmaster
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    Default Might be useful for those without BI...

    http://www.twcenter.net/forums/showthread.php?t=188651

    Apparently it's a pretty good fix for hoplites and close order infantry...
    The Best Is Yet To Come:

  2. #2
    Athenogoras's Avatar Campidoctor
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    Default Re: Might be useful for those without BI...

    I think DBH already has done this for some units.(for example Ethiopian axemen, thracian peltasts, bastarae). I think he gave them a value of 0.5.
    If we give the hoplites such a low value as suggested in link(0.2) they will be overpowered. This makes them fight very close and are almost impossible to hit. All I say is that it would take some careful testing.

  3. #3
    Zarax's Avatar Triple Chaosmaster
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    Default Re: Might be useful for those without BI...

    Well, I think this is pretty much what the shield wall formation does in BI anyway...
    The Best Is Yet To Come:

  4. #4

    Default Re: Might be useful for those without BI...

    For those of us using Alex (and the poor souls still using RTW), this appears to be HUGE. This would dramatically improve the effectiveness of hoplites that are neutered without BI.

  5. #5
    DimeBagHo's Avatar Praeses
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    Default Re: Might be useful for those without BI...

    IIRC I used 0.5 for all two handed units. Using a radius of 0.2 without adjusting other stats would make Hoplites extremely powerful, but it might be worth testing to see if a reasonable balance can be achieved.

  6. #6

    Default Re: Might be useful for those without BI...

    I don't want them to be overpowered, but right now they suck. There's zero reason to spend two turns building Greek Hoplites (for instance) because all they're good at is dying.

  7. #7
    Primicerius
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    Default Re: Might be useful for those without BI...

    Quote Originally Posted by htismaqe View Post
    I don't want them to be overpowered, but right now they suck. There's zero reason to spend two turns building Greek Hoplites (for instance) because all they're good at is dying.
    I find they're useful as line holders with Guard Mode on. Guard mode is a must for all spear-wielding line infantry, otherwise they just get slaughtered by swordwielding troops (particularly the triple chevron principes/hastati Rome is churning out in my Carthage campaign while I'm just building my first blacksmith. )



  8. #8
    RedFox's Avatar When it's done.™
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    Default Re: Might be useful for those without BI...

    As far as I know, the default for all units is 0.3 and the value isn't used in the vanilla EDU.

    soldier greek_hoplite_greek, 50, 0, 1.14, 0.3

    Some people misinterpreted this as the formation spacing value though, but it's clearly not the same thing. I think it would be worthwhile to compare units with equal stats, with only the difference in unit radius. It would be also wise to test this with pikemen..

    Edit: I ran a test and it seems to give a decent advantage over the enemy. For Hoplite units, I suggest either lowering the attack factor by 1, or lowering defense by 1. (This test was on xgmD though, different stat dynamics..)
    Last edited by RedFox; December 28, 2008 at 03:58 PM.

  9. #9

    Default Re: Might be useful for those without BI...

    If you have to lower their attack, so be it. Like I said, right now all they do is die. They're not good for anything else.

  10. #10
    RedFox's Avatar When it's done.™
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    Default Re: Might be useful for those without BI...

    Well, this only improves their offensive capability, not their defensive capabilities. The problem with XGM always was soldiers dying too fast. I'd suggest - 1/2 attack and + 2/3 defense skill.

  11. #11
    Spartan198's Avatar Protector Domesticus
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    Default Re: Might be useful for those without BI...

    Quote Originally Posted by Zarax View Post
    http://www.twcenter.net/forums/showthread.php?t=188651

    Apparently it's a pretty good fix for hoplites and close order infantry...
    I have been looking for that topic for months!!!

    Thank you, Z!

  12. #12

    Default Re: Might be useful for those without BI...

    DBH,

    I think this is something we need to look at implementing. Take a look at post #13 in this thread:

    http://www.twcenter.net/forums/showthread.php?t=215708

  13. #13
    Primicerius
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    Default Re: Might be useful for those without BI...

    Shieldwall in Alex? I'm confused...
    Last edited by Scutarii; January 04, 2009 at 09:37 AM.



  14. #14

    Default Re: Might be useful for those without BI...

    Quote Originally Posted by Scutarii View Post
    Shieldwall in Alex?
    No.

    Just a demonstration of how strikingly different the effectiveness of hoplites is with BI vs. Alex.

    The idea was that 3 units of Levy Hoplites should be able to surround and break 1 unit of Agema Hypaspists.

    In BI, they did so HANDILY, because of shield wall.

    In Alex, not only did they not break the AH, they LOST.

    Hoplites + Alex = suckage.

  15. #15
    RedFox's Avatar When it's done.™
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    Default Re: Might be useful for those without BI...

    Scutarii: No, it's a way to get similar result of the shield wall in ALEX, without the actual special formation. It's just the way the troops behave if you lower their radius - giving them a bonus against enemy troops.

    In a few tests, it was clear that the advantage is purely due to battlefield dynamics >> because the troops in one unit are very closely packed, one enemy soldier has to face at least 2 soldiers.
    This gives a major advantage to the unit and makes it much deadlier. This is also what happens with the shield wall special formation.

  16. #16
    Primicerius
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    Default Re: Might be useful for those without BI...

    Ah, all is clear now. I was looking at just post 13 and had no idea what I was looking at. Reading through the thread I understand better. Guess I'm up too early...



  17. #17

    Default Re: Might be useful for those without BI...

    Bump for DBH.

  18. #18

    Default Re: Might be useful for those without BI...

    Another bump for DBH.

  19. #19
    Athenogoras's Avatar Campidoctor
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    Default Re: Might be useful for those without BI...

    After some testing I think this is a good idea. Especially the merc/aor hoplites need a boost. Perhaps a bit mechanical but I would like them to(one on one):
    - barely win against hastati
    - loose against principes
    -loose against medium phalanx.
    - be excellent from the front and lousy when enveloped.
    - fight in tight order.
    - I dont want to change their autocalc-strenth too much.

    As it is now they lose horribly to all my examples.
    If we want them to fight close there is no alternative to the setting 0.2.
    I would lower their defence skill and increase their shieldvalue. This way they would be more be less efficient when surrounded and the added shieldvalue would represent the overlapping shields. As far as I know autocalc-strenght wouldnt differ much.

    Original XGM
    Spoiler Alert, click show to read: 

    type merc greek hoplites
    dictionary merc_greek_hoplites ; Mercenary / AOR Hoplites
    category infantry
    class heavy
    voice_type Light_1
    soldier greek_hoplite_achaean, 50, 0, 2.8
    mount_effect horse +4, camel +4
    attributes sea_faring, hide_forest, can_sap, hardy, mercenary_unit
    formation 1, 1, 2, 2, 5, square, shield_wall
    stat_health 1, 0
    stat_pri 7, 3, no, 0, 0, melee, blade, piercing, spear, 25 ,0.8 ; Hoplite
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1.0 ; no weapon
    stat_sec_attr no
    stat_pri_armour 6, 5, 5, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground -2, 0, -4, 0
    stat_mental 10, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 900, 450, 60, 120, 900
    ownership barbarian, carthaginian, eastern, egyptian, greek, roman, slave


    Proposed adjustments
    Spoiler Alert, click show to read: 

    type merc greek hoplites
    dictionary merc_greek_hoplites ; Mercenary / AOR Hoplites
    category infantry
    class heavy
    voice_type Light_1
    soldier greek_hoplite_achaean, 50, 0, 2.8, 0.2
    mount_effect horse +4, camel +4
    attributes sea_faring, hide_forest, can_sap, hardy, mercenary_unit
    formation 1, 1, 2, 2, 5, square, shield_wall
    stat_health 1, 0
    stat_pri 7, 3, no, 0, 0, melee, blade, piercing, spear, 25 ,0.8 ; Hoplite
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1.0 ; no weapon
    stat_sec_attr no
    stat_pri_armour 6, 3, 7, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground -2, 0, -4, 0
    stat_mental 10, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 900, 450, 60, 120, 900
    ownership barbarian, carthaginian, eastern, egyptian, greek, roman, slave


    This solution is for aor hoplites only. Sacred band with 0.2 and proposed solution would be overpowered.

  20. #20
    Athenogoras's Avatar Campidoctor
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    Default Re: Might be useful for those without BI...

    After more testing I propose this solution. The idea is to tie the attack to the mass of the unit and the cohesion to the overall training. Classic greek hoplites get tighter formation and slightly better attack and are more vulnerable to envelopment. Libyans and Celtic hoplites fight less tight and are better when enveloped. Special case being the civic hoplites of Carthage. I gave them same cohesion as Libyans. Their EDU-entry says well trained and it would give the player an opportunity to build a good citizenarmy(attack and defense skill though lowered 2 points vis a vis libyans)

    Overall defences is lowered for the hightier hoplites. And overall attack is higher. I saw no other sollution and i didnt want to manipulate the timedelay and the killratio of the attacks.

    The libyans,civics and celtic hoplites get 2 higher defence skill, 1 lower shieldvalue and 1 lower attack skill.

    Perioiki get 1 higher attack and defence skill than AOR hoplites.(making them beat aor hoplites)


    Spartan hoplites
    Spoiler Alert, click show to read: 
    type greek hoplite spartan
    dictionary greek_hoplite_spartan ; Spartan Hoplites/Royal Guard
    category infantry
    class heavy
    voice_type Medium_1
    soldier greek_spartan_hoplite, 50, 0, 3.2, 0.18
    mount_effect horse +4, camel +4
    attributes sea_faring, hide_forest, can_sap, very_hardy
    formation 1, 1, 2, 2, 5, square, shield_wall
    stat_health 2, 0
    stat_pri 10, 6, no, 0, 0, melee, blade, piercing, spear, 25 ,0.8 ; Hoplite
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1.0 ; no weapon
    stat_sec_attr no
    stat_pri_armour 9, 4, 7, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground -2, 0, -4, 0
    stat_mental 30, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 30, 8000, 520, 90, 130, 2400
    ownership greek_cities, romans_brutii


    Greek Sacred Band
    Spoiler Alert, click show to read: 
    type greek sacred band
    dictionary greek_sacred_band ; Sacred Band
    category infantry
    class heavy
    voice_type Heavy_1
    soldier greek_sacred_band, 50, 0, 3.2, 0.18
    mount_effect horse +4, camel +4
    attributes sea_faring, hide_forest, can_sap, very_hardy
    formation 1, 1, 2, 2, 5, square, shield_wall
    stat_health 1, 0
    stat_pri 10, 5, no, 0, 0, melee, simple, piercing, spear, 25 ,0.8 ; Hoplite
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1.0 ; no weapon
    stat_sec_attr no
    stat_pri_armour 9, 4, 7, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground -2, 0, -4, 0
    stat_mental 30, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1200, 600, 90, 180, 1200
    ownership greek_cities, romans_brutii


    Carthaginian Sacred Band/Basilikon guard
    Spoiler Alert, click show to read: 
    type carthaginian sacred band
    dictionary carthaginian_sacred_band ; Sacred Band
    category infantry
    class heavy
    voice_type Heavy_1
    soldier carthage_sacred_band, 50, 0, 3.2, 0.18
    mount_effect horse +4, camel +4
    attributes sea_faring, hide_forest, can_sap, very_hardy
    formation 1, 1, 2, 2, 5, square, shield_wall
    stat_health 1, 0
    stat_pri 10, 5, no, 0, 0, melee, simple, piercing, spear, 25 ,0.8 ; Hoplite
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1.0 ; no weapon
    stat_sec_attr no
    stat_pri_armour 9, 3, 7, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground -2, 1, -4, -1
    stat_mental 30, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1200, 600, 90, 180, 1200
    ownership carthaginian


    Perioiki Hoplites(spartan)
    Spoiler Alert, click show to read: 
    type greek hoplite spartan perioici
    dictionary greek_hoplite_spartan_perioici ; Spartan Hoplites/Perioici
    category infantry
    class heavy
    voice_type Medium_1
    soldier greek_spartan_hoplite, 50, 0, 2.8, 0.18
    mount_effect horse +4, camel +4
    attributes sea_faring, hide_forest, can_sap, very_hardy, mercenary_unit
    formation 1, 1, 2, 2, 5, square, shield_wall
    stat_health 1, 0
    stat_pri 10, 4, no, 0, 0, melee, blade, piercing, spear, 25 ,0.8 ; Hoplite
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1.0 ; no weapon
    stat_sec_attr no
    stat_pri_armour 6, 3, 7, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground -2, 0, -4, 0
    stat_mental 14, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1000, 500, 75, 150, 1000
    ownership greek_cities, romans_brutii, slave


    Athenian/Syracuse/Bactrian Elite Hoplites
    Spoiler Alert, click show to read: 
    type greek athenian hoplites
    dictionary greek_athenian_hoplites ; Athenian Hoplites
    category infantry
    class heavy
    voice_type Heavy_1
    soldier greek_hoplite_phrygian, 50, 0, 3.2, 0.18
    mount_effect horse +4, camel +4
    attributes sea_faring, hide_forest, can_sap, very_hardy
    formation 1, 1, 2, 2, 5, square, shield_wall
    stat_health 1, 0
    stat_pri 10, 4, no, 0, 0, melee, blade, piercing, spear, 25 ,0.8 ; Hoplite
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1.0 ; no weapon
    stat_sec_attr no
    stat_pri_armour 9, 2, 7, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground -2, 0, -4, 0
    stat_mental 16, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 1000, 500, 75, 150, 1000
    ownership greek_cities, romans_brutii


    AOR/Allied/Bactrian Hoplites
    Spoiler Alert, click show to read: 
    type merc greek hoplites
    dictionary merc_greek_hoplites ; Mercenary / AOR Hoplites
    category infantry
    class heavy
    voice_type Light_1
    soldier greek_hoplite_achaean, 50, 0, 2.8, 0.18
    mount_effect horse +4, camel +4
    attributes sea_faring, hide_forest, can_sap, hardy, mercenary_unit
    formation 1, 1, 2, 2, 5, square, shield_wall
    stat_health 1, 0
    stat_pri 9, 3, no, 0, 0, melee, blade, piercing, spear, 25 ,0.8 ; Hoplite
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1.0 ; no weapon
    stat_sec_attr no
    stat_pri_armour 6, 2, 7, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground -2, 0, -4, 0 (Bactrian -2, 1, -4, -1)
    stat_mental 10, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 900, 450, 60, 120, 900
    ownership barbarian, carthaginian, eastern, egyptian, greek, roman, slave


    Celtic Hoplites
    Spoiler Alert, click show to read: 
    type greek celtic hoplites
    dictionary greek_celtic_hoplites ; Mercenary / AOR Hoplites
    category infantry
    class heavy
    voice_type Light_1
    soldier greek_hoplite_celtic, 50, 0, 2.8, 0.2
    mount_effect horse +4, camel +4
    attributes sea_faring, hide_forest, can_sap, hardy, mercenary_unit
    formation 1, 1, 2, 2, 5, square, shield_wall
    stat_health 1, 0
    stat_pri 8, 3, no, 0, 0, melee, blade, piercing, spear, 25 ,0.8 ; Hoplite
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1.0 ; no weapon
    stat_sec_attr no
    stat_pri_armour 7, 4, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground -2, -1, -4, 1
    stat_mental 12, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 900, 450, 60, 120, 900
    ownership barbarian, carthaginian, eastern, egyptian, greek, roman, slave


    Libyan Spearmen
    Spoiler Alert, click show to read: 
    type libyan heavy infantry
    dictionary libyan_heavy_infantry ; Libyan Spearmen
    category infantry
    class heavy
    voice_type Light_1
    soldier carthaginian_heavy_infantry, 50, 0, 2.8, 0.2
    mount_effect horse +4, camel +4
    attributes sea_faring, hide_forest, can_sap, hardy, mercenary_unit
    formation 1, 1, 2, 2, 5, square, shield_wall
    stat_health 1, 0
    stat_pri 8, 3, no, 0, 0, melee, blade, piercing, spear, 25 ,0.8 ; Hoplite
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1.0 ; no weapon
    stat_sec_attr no
    stat_pri_armour 6, 4, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground -2, 1, -4, -1
    stat_mental 8, normal, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 800, 400, 60, 120, 800
    ownership carthaginian


    Civic Infantry
    Spoiler Alert, click show to read: 
    type carthaginian heavy infantry
    dictionary carthaginian_heavy_infantry ; Civic Infantry
    category infantry
    class heavy
    voice_type Light_1
    soldier carthaginian_heavy_infantry, 50, 0, 2.8, 0.2
    mount_effect horse +4, camel +4
    attributes sea_faring, hide_forest, can_sap, hardy
    formation 1, 1, 2, 2, 5, square, shield_wall
    stat_health 1, 0
    stat_pri 6, 3, no, 0, 0, melee, blade, piercing, spear, 25 ,0.8 ; Hoplite
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1.0 ; no weapon
    stat_sec_attr no
    stat_pri_armour 6, 2, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground -2, 1, -4, -1
    stat_mental 6, normal, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 800, 400, 60, 120, 800
    ownership carthaginian


    Edit1:
    Some suggestions about stat_ground and the stat_heat values. For the stat_heat I would suggest making it non-culture specific and instead based on armour. For the hoplites varying between 3 and 4. Spartan bodyguard gets 2 for its uberness.(see values within spoilers)
    May I also propose to harmonize the stat_ground. I would like to see the same settings as for phalanxes with small cultural variance(mostly for flavour)
    That is:
    Greek Hoplites
    stat_ground -2, 0, -4, 0

    Carthaginian/Ptolly/Bactrian Hoplites
    stat_ground -2, 1, -4, -1

    Celtic Hoplites
    stat_ground -2, -1, -4, 1

    Edit2
    Even if hoplites were extremely good on the walls due to their high mass they are even better with these radius-settings. It is the only drawback I see to these new settings.

    Edit3
    Gave all hoplites same charging-distance of 30.
    Last edited by Athenogoras; January 17, 2009 at 01:08 AM.

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