Hello RS team! I have two feature requests for RS2 if not yet planned/implemented:
1) Balance auto-resolved battles by secondary HPs:
It's been used and proven in several RTW mods. Generally it means archers, skirmishers, and cavalry to receive much higher secondary HPs to boost their effectiveness in auto-resolved results, without affecting real battles. It also seems to help AI factions recruit much more balanced armies.
2) Add unit radius to force the tightness of formations:
It's mentioned in EDU guide but as far as I know my own mini-mod is the only one that actually makes use of it.
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:
As you can see in above pics, the unit radius could simulate the loosed formation employeed by many barbarian warriors , which is also mentioned in historical records by Romans. It's not only visual effects but also affects battle performance of units.
It means you could give barbarian warriors like Gaesatae much higher battle attack/defense to reflect their martial capability in single-combat, and also the wider spacing between soldiers, which can greatly reduces their effectivness when fighting against tightly-packed legionaries or hoplites when the latter maintain their formation well - because each of Gaesatae warriors would have to face 2 or 3 legionaries/hoplites at once
The feature also requires the #1 secondary HP to balance the units, so they wouldn't appear too weak or strong in AI's eyes.
excellent input aqd,
we have started an overhaul of the unit stats for RS2. we have been reviewing the EDU guides, the values such as radius/height, lethality, HP...etc.
we are in the tedious process of figuring out appropriate values for our units and what you have talked about is being taken into account.
if you have any good info about stats that you think could be helpful in improving unit behaviors, please post it here, we'll be more than happy to review it.
aqd,
Thanks for the input. As you suggest, all the information from Aradan's EDU guide is being put to good use, including balancing the auto resolve and unit radius changes.
Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.
hey how about if u can get rid of the radar how can u plot were an army is when sometimes u cant see all their units even if u have it strict camera and eagle eye view it makes it harder to have ambush it would be more realistic
"An army of sheep led by a lion can defeat an army of lions lead by a sheep".(Arab proverb)
hey how about if u can get rid of the radar how can u plot were an army is when sometimes u cant see all their units even if u have it strict camera and eagle eye view it makes it harder to have ambush it would be more realistic
Not being rude - but have you heard of punctuation? It may make your posts easier to read. Also there is nowhere in aqd's original post about the radar.
If you want to have a battle without the radar map you can use minimal UI and toggle off the radar.
If you want to make it harder still use the "general's camera".
Last edited by Brusilov; March 01, 2009 at 03:16 PM.
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