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Thread: Agh!! The Fatigue!!

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  1. #1

    Default Agh!! The Fatigue!!

    Well I starting playing FATW again after watching LOTR on tv. As I've been playing ExRM and RM mostly I finally noticed that the fatigue in FATW drops too fast (I think I didn't notice before because FATW was the first mod I downloaded). I mean I can't even charge my cavalry and pull them back to charge again without it saying "Quite Tired" and almost 2 min after the armies connect they're "exhausted". Is this a problem with my install or was this intentional?

  2. #2

    Default Re: Agh!! The Fatigue!!

    Neither. There is no way to change fatigue rate directly, the only thing we can change is how much each unit is affected by heat, which depends on a) how hot the climate is and b) how heavily armoured the unit is. Apart from that, units move a bit slower on FATW than vanilla (and probably ExRM), so it takes them more time (aka energy) to get from one spot to another.

  3. #3

    Default Re: Agh!! The Fatigue!!

    I see. Thanks for the reply. I guess I'll just have to get used to it again

  4. #4
    Balikedes's Avatar Time to Rock
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    Default Re: Agh!! The Fatigue!!

    This is an answer from DimeBagHo (the Perikles of XGM) from a PM I sent him concerning fatigue.

    A few things affect fatigue: (1) Obviously the preferences setting. You can switch it on or off. (2) Movement rates. Units tire much more quickly with slower movement rates. Note that these are the global movement rates set in descr_battle_map_movement_modifiers.txt, not the unit movement rates set in DMB. In XGM I recommend that users switch off the slower movement rates if they play with fatigue on. (3) Units recover from fatigue more quickly if they have the hardy or very_hardy attributes in EDU (this may not help the AI because often it won't stand still even for a few seconds to benefit from faster recovery). (4) I think heat penalties in EDU increase fatigue in hot climates. (5) I don't think unit movement speeds in DMB have an effect, except in so far as it takes slow moving units longer to get anywhere, so they are more tired when they arrive.
    Aradan,
    Do these suggestions help or apply to FATW?
    Considering that both XGM and FATW use BI, the fatigue rates appear to be modifiable.
    Bal
    Patron of Suppanut, relentless work, check it out.
    XGM Command - A Sub-Mod of the Extended Greek Mod and now included in Diadochi: Total War

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  5. #5

    Default Re: Agh!! The Fatigue!!

    These are tied to the game engine of course, so they inevitably apply to all mods. I forgot to mention the hardy, very_hardy attributes, which affect the fatigue rate. Not sure what he means by "movement speeds in DMB" there's no such thing in that file. Skeletons of models do have an effect however, as larger skeleton/faster animations mean faster units, which in turn means lower fatigue.

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