Results 1 to 18 of 18

Thread: recruitment pools

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    carth's Avatar Tiro
    Join Date
    Dec 2008
    Location
    Netherlands
    Posts
    207

    Default recruitment pools

    hey all!

    i instalt the mod and i have to say it's some good stuff i really like the factions and the appearance of the game. but i do not like the slow recruitment pools in some city's/castles sometimes it takes 4 turns before i can make a single unit (that isnt even that great). is there a way that i can turn it off? so it will be normal again.. or maybe i can change some files/data so the pools are 2 turns rather then 4?


    and another question since i dont want to open a new thread for this.
    why did the makers of this game have chosen for low attack points for the units? especially for archers, they dont kill at all anymore, or do i use them wrong?

    all answers are aprecciated
    "By the blood of our people, your lands kept safe."

  2. #2
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: recruitment pools

    i instalt the mod and i have to say it's some good stuff i really like the factions and the appearance of the game. but i do not like the slow recruitment pools in some city's/castles sometimes it takes 4 turns before i can make a single unit (that isnt even that great).
    It was done to better balance army composition, especially for the AI.

    Quote Originally Posted by carth View Post
    and another question since i dont want to open a new thread for this.
    why did the makers of this game have chosen for low attack points for the units? especially for archers, they dont kill at all anymore, or do i use them wrong?
    Stainless Steel uses the RealCombat system of stats that lowers attack values for all units across the board to give longer, more realistic values. The values are based on extensive research into how much energy medieval weapons delivered and how much energy armour could absorb.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  3. #3
    carth's Avatar Tiro
    Join Date
    Dec 2008
    Location
    Netherlands
    Posts
    207

    Default Re: recruitment pools

    okay thanks for your quick answer! +rep (also for this good mod)

    okay you guys really had a lot of work about this i guess
    so a maceman with 1 attack with effective against armour get's how much attack agaisnt armour? i couldnt find it in export_descr_unit

    im curious about this a time now,

    and peasant archers with only 2 missile... they cant kill anything right? whats the point of making them? or you use them to shoot the enemy's peasant archers?
    "By the blood of our people, your lands kept safe."

  4. #4
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: recruitment pools

    Quote Originally Posted by carth View Post
    okay you guys really had a lot of work about this i guess
    so a maceman with 1 attack with effective against armour get's how much attack agaisnt armour? i couldnt find it in export_descr_unit

    The "effective against armour" trait halves the enemy's armour. So, for example, a unit of macemen attacking some knights with an amour value of 14, the game will calculate damage as if the knights only had 7 armour.


    and peasant archers with only 2 missile... they cant kill anything right? whats the point of making them? or you use them to shoot the enemy's peasant archers?
    Just because a unit has a lower attack value than it's target's defense value doesn't mean it cant kill them. The math isn't that simple.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  5. #5
    carth's Avatar Tiro
    Join Date
    Dec 2008
    Location
    Netherlands
    Posts
    207

    Default Re: recruitment pools

    hehe i know that but it just seems so little.. and in battle they only kill 1 guy out of a unit in 1 or 2 volley's.. i just seems so little.. or does it?

    so effective agaisnt armour is real nice huh still 1 attack.. im too used to vanilla
    "By the blood of our people, your lands kept safe."

  6. #6
    Caesar Clivus's Avatar SS Forum Moderator
    Join Date
    May 2007
    Location
    Australia
    Posts
    12,693

    Default Re: recruitment pools

    Quote Originally Posted by carth View Post
    im too used to vanilla
    That will change It does take a bit of getting used to but it's a much better system than vanilla. Much less arcade-y

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  7. #7

    Default Re: recruitment pools

    Quote Originally Posted by Caesar Clivus View Post
    Just because a unit has a lower attack value than it's target's defense value doesn't mean it cant kill them. The math isn't that simple.
    Is there a guide out there that explains how TW math works?

  8. #8
    nopasties's Avatar Campidoctor
    Join Date
    Mar 2009
    Location
    USA
    Posts
    1,741

    Default Re: recruitment pools

    Quote Originally Posted by virtu View Post
    Is there a guide out there that explains how TW math works?


    I can't get in any detail but I believe the modders apply commonly understood principals of physics such as force and such, I'm personally dumb with the stuff but they incorporated and applied how resistant different kinds of armour worked against different weapons, like chain mail has vulnerabilities against arrows but is highly effective against blunt instruments like swords and such, there is a whole bunch of other things to consider but really there is no manual out there, the modders took their understanding of medieval warfare and tried to represent it in this game as well as possible. The deeper your understanding of this period is, the deeper your respect for the work they have done will be

  9. #9
    Gorrrrrn's Avatar Citizen
    Join Date
    Jan 2007
    Location
    here
    Posts
    5,546

    Default Re: recruitment pools

    peasant archers are not totally useless anyway - especially in early era campaigns when facing units with little or no armour.

    As the game progresses and more armour becomes available you'll need to upgrade your archers / crossbowmen in response.

  10. #10
    Navajo Joe's Avatar SS Forum Moderator
    Join Date
    May 2008
    Location
    England
    Posts
    4,182

    Default Re: recruitment pools

    One thing for sure is that Real Recruitment/Real Combat truly make this game for me more interesting, I just could not play without them. I am currently playing as OKT and find my AOR troops such as Turkopoles and Javelin Men, very effective against enemy armour. Especially my Javelin Men, I disable Fire at Will and wait for Enemy General to come into firing range and then launch those Javelins.





    'Proud to be patronised by cedric37(My Father and My Guardian)

  11. #11
    carth's Avatar Tiro
    Join Date
    Dec 2008
    Location
    Netherlands
    Posts
    207

    Default Re: recruitment pools

    i will give it a shot
    "By the blood of our people, your lands kept safe."

  12. #12

    Default Re: recruitment pools

    If you can, run the peasant archers around to the enemy rear while they are melee fighting and let loose. Not always possible but with the longer melee times possible. There is less armour calculated if you shoot their rear and it increases the chance they will rout. I always run my archers everywhere, to the best of my knowledge getting them puffed doesn't ruin their shooting.

  13. #13
    nopasties's Avatar Campidoctor
    Join Date
    Mar 2009
    Location
    USA
    Posts
    1,741

    Default Re: recruitment pools

    [quote=carth;5167529]hey all!

    i instalt the mod and i have to say it's some good stuff i really like the factions and the appearance of the game. but i do not like the slow recruitment pools in some city's/castles sometimes it takes 4 turns before i can make a single unit (that isnt even that great). is there a way that i can turn it off? so it will be normal again.. or maybe i can change some files/data so the pools are 2 turns rather then 4?


    point blank and the other modders really did a great job with this mod and worked out so many aspects beyond vanilla it's truly laudable. For my own use I changed certain files like the export_decr_buildings,
    if you do things like change the recruitment slots for the larger settlements which are the same settlemnents that build your elite units that take 4-7 turns like for castles I changed it from 3->4 a citadel from 6->9, a huge city from 6->9. Personally I don't think a city like Constantinople should have the recruitment ability of 5-6 towns. Point Blank worked all the math out but for personal interest this is a simple way to allow the real recruitment aspect that adds a realistic feel but also allows you to recruit in more emergency situtations and won't ruin all the tedious balance the modders put in the mod

  14. #14
    carth's Avatar Tiro
    Join Date
    Dec 2008
    Location
    Netherlands
    Posts
    207

    Default Re: recruitment pools

    great thank you! all most i admit.. im starting to get the hang of it
    "By the blood of our people, your lands kept safe."

  15. #15

    Default Re: recruitment pools

    yeah, I took a look at the RC manual, but this is not exactly what I mean, I mean when a unit hits the other what makes it kill it, most of the units have HP of 1 and a lot of defense , does each hit reduce defense by its value..or what?

    the unit balance seems totally cool and realistic to me and the effort the modders put into this is clearly visible.

  16. #16
    carth's Avatar Tiro
    Join Date
    Dec 2008
    Location
    Netherlands
    Posts
    207

    Default Re: recruitment pools

    i always thought it was something like : an attack value of 4 agaisnt a defence of 7 = 35% kill.. attack 4 against defence 8 = 28% kill etc etc...and if you have mupli hp it just loses 1 hp..
    "By the blood of our people, your lands kept safe."

  17. #17
    nopasties's Avatar Campidoctor
    Join Date
    Mar 2009
    Location
    USA
    Posts
    1,741

    Default Re: recruitment pools

    Quote Originally Posted by virtu View Post
    yeah, I took a look at the RC manual, but this is not exactly what I mean, I mean when a unit hits the other what makes it kill it, most of the units have HP of 1 and a lot of defense , does each hit reduce defense by its value..or what?

    the unit balance seems totally cool and realistic to me and the effort the modders put into this is clearly visible.

    it's a little more complex and like I said I'm dumb with this stuff Point Blank does most of the math either do a search of past questions similar to what you're asking or ask in their forum
    http://www.twcenter.net/forums/showthread.php?t=197224

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •