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  1. #1

    Default Phalanx weakness and high unit costs

    Hi I just installed XGM it seems great so far except for 2 things


    1. phalanxes from the front got nerfed pretty hard, I did some custom battle testing and roman legionaires charged straight through my wall of spears and engaged in hand to hand. This should not happen. I would just like to know what file value I modify to change this.

    2. The recruitment and upkeep costs of most units seems much too high. I'd also like to know how to modify this, thanks.

  2. #2
    Spartan198's Avatar Protector Domesticus
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    Default Re: Phalanx weakness and high unit costs

    I don't know about increasing the phalanx lethiality, but the bolded numbers below are recruitment and upkeep costs:

    type barb peltast gaul
    dictionary barb_peltast_gaul ; Skirmisher Warband
    category infantry
    class missile
    voice_type Light_1
    soldier barb_peltast_gaul, 40, 0, 0.8
    attributes sea_faring, hide_improved_forest, hide_long_grass, can_swim
    formation 1.6, 2, 3.2, 4, 4, square
    stat_health 2, 0
    stat_pri 7, 4, javelin, 60, 8, thrown, blade, piercing, spear, 25 ,1.0 ; Ranged
    stat_pri_attr thrown ap
    stat_sec 7, 4, no, 0, 0, melee, simple, piercing, spear, 25 ,0.85 ; Spear
    stat_sec_attr light_spear, spear_bonus_4
    stat_pri_armour 2, 5, 3, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 2, -2, 3, 2
    stat_mental 8, low, untrained
    stat_charge_dist 60 ; Skirmish Cavalry
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 360, 180, 25, 50, 360
    ownership gauls, slavs

  3. #3
    RedFox's Avatar When it's done.™
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    Default Re: Phalanx weakness and high unit costs

    The values marked in red are what make all the difference. In the soldier line, 1.4 gives the unit a greater mass, 0.25 allows the Phalangites to cluster closer together and in the formation line, 1, 1, makes the phalanx formation tighter, presenting a much solid wall of pikes against the enemy. 1, 1 is in the original RTW, just so you know...
    Code:
    type             greek phalanx hoplite
    dictionary       greek_phalanx_hoplite      ; Hoplite Phalanx
    category         infantry
    class            spearmen
    voice_type       Light_1
    soldier          greek_phalanx_hoplite, 60, 0, 1.4, 0.25
    attributes       sea_faring, very_hardy, hide_forest
    formation        1, 1, 1.1, 1.1, 5, square, phalanx
    stat_health      1, 0
    stat_pri         10, 1, no, 0, 0, melee, blade, piercing, spear, 10 ,0.56
    stat_pri_attr    spear, spear_bonus_4
    stat_sec         7, 6, no, 0, 0, melee, simple, piercing, sword, 10 ,0.66
    stat_sec_attr    no
    stat_pri_armour  7, 15, 4, leather
    stat_sec_armour  0, 0, flesh
    stat_heat        3
    stat_ground      -3, 0, -5, 0
    stat_mental      14, normal, trained
    stat_charge_dist 2
    stat_fire_delay  200000
    stat_food        60, 300
    stat_cost        1, 940, 440, 60, 120, 940
    ownership        germans, slave

  4. #4
    silentsam74's Avatar Civis
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    Default Re: Phalanx weakness and high unit costs

    Quote Originally Posted by RedFox View Post
    and in the formation line, 1, 1, makes the phalanx formation tighter, presenting a much solid wall of pikes against the enemy. 1, 1 is in the original RTW, just so you know...
    So, what would be the effect of lowering just the first number? Should they both be the same?
    Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must.
    --Thucydides

  5. #5
    RedFox's Avatar When it's done.™
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    Default Re: Phalanx weakness and high unit costs

    The first value determines the space between soldiers side to side, the second value determines the space between soldiers front to back. It's all written in the beginning of the EDU. The rest is self-explanatory.

  6. #6
    GoldShield Guard's Avatar Civis
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    Default Re: Phalanx weakness and high unit costs

    I think you should not change any of these values, what makes XGM different is exactly this, that the phalanx is not unbeatable, especially the levy one. This is one of the major elements of XGM, as you can see in the readme, and if you change this, you will make greek troops very overpowered.

  7. #7
    RedFox's Avatar When it's done.™
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    Default Re: Phalanx weakness and high unit costs

    You can always lower the attack and lethality of the phalanx, this is what other mods do to balance pikemen. The phalanx was more of something to keep the enemy in check, not to win battles - cavalry and supportive infantry did that. In my opinion, lowering the pike stats enough to make the battle draw out very long, is enough to balance the unit. And even with a close formation, enough enemies pushing against the phalanx will be able to break it.
    Code:
    stat_pri         7, 1, no, 0, 0, melee, blade, piercing, spear, 10 ,0.34
    stat_pri_attr    spear, spear_bonus_4

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