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  1. #1

    Default Third age realism mod

    First sorry for my english.
    Now about the mod
    This mod aims to makes the game more realistic like removing faction balancing each faction will be as strong as it shud have been.

    I used this settings for armor
    light leather 1
    medium leather 2
    thick leather 3
    thick leather with some parts covered with light chainmail 4
    light chainmail 5
    medium chainmail 6
    heavy chainmail 7
    very high quality heavy chainmail 8
    half plate 9
    plate 12
    advanced plate ranges from 13 to 20 it depends on factions like the dwarfs have the best advanced plate and gondor is second.

    Realistic projectile behaviuor and damage
    2 arrows will take an unarmored man down no more 6 7 arrow hits before he dies so now archers are as effective and deadly like they would be in reality.

    Realistic sieges
    the walls are strong you wont take the gates down with a few smashes and it will take you or the ai some time before you breaches it making the attacking units sitting ducks for the archers on the walls.

    Also i have added my fix that makes soldiers climb the ladders realisticly not rushing like in rome total war.

    This mod also includes Germanicu5's BAI latest version
    so additional credits go to the Germanicu5's.

    It is made with the Battle AI Switcher so if you want to have the ladder fix with the ai only you have to use data folder files only
    and if you use the Battle AI Switcher use all of the files that came with this mod.

    Instalation
    Backup the files that will be replaced
    copy and paste the files that are in my mods data folder to your third age mods data folder.

    Have fun

    version 3
    http://www.filefront.com/14362359/Th...tinas91_3v.rar

    this one is with normal unit sizes
    http://www.filefront.com/14362367/Th...tinas91_3v.rar
    Last edited by justinas91; August 23, 2009 at 07:15 AM.

  2. #2

    Default Re: Third age realism mod

    Nice mod

  3. #3

    Default Re: Third age realism mod

    Sounds very good. Please make it with normal unit size!! Then I will definitely download it.

  4. #4

    Default Re: Third age realism mod

    Quote Originally Posted by justinas91 View Post
    This mod also includes XBAI 3.4 so that the ai wont be boring
    so additional credits go to the XAI: The game core renovation project team.
    Boring? Hmm lets see, well the followin code in the XBAI battle_config mostly doesn't work, it is replaced by default settings by the game core:

    <missile-target-accuracy>
    <!--INFANTRY -->
    <!--MOD specific types missile units Must match EDU-->
    <skirmish-infantry>1.0</skirmish-infantry>
    <crossbow-infantry>1.0</crossbow-infantry>
    <gunmen-infantry>1.0</gunmen-infantry>
    <!--Normal types infantry missile units -->
    <missile-infantry>1.0</missile-infantry>
    <!--CAVALRY -->
    <!--MOD specific types missile units Must match EDU-->
    <skirmish-cavalry>1.0</skirmish-cavalry>
    <guncavalry>1.0</guncavalry>
    <crossbow-cavalry>1.0</crossbow-cavalry>
    <!--Normal types mounted missile units -->
    <missile-cavalry>1.0</missile-cavalry>
    <elephants>1.0</elephants>
    <!--Most artillery units -->
    <artillery>1.0</artillery>
    </missile-target-accuracy>
    <melee-hit-rate>
    <!--INFANTRY -->
    <!--MOD specific types missile units Must match EDU-->
    <skirmish-infantry>1.0</skirmish-infantry>
    <crossbow-infantry>1.0</crossbow-infantry>
    <gunmen-infantry>1.0</gunmen-infantry>
    <!--Normal types missile units -->
    <missile-infantry>1.0</missile-infantry>
    <!--Normal types infantry units -->
    <light-infantry>1.0</light-infantry>
    <heavy-infantry>1.0</heavy-infantry>
    <spearmen>1.0</spearmen>
    <pike>1.0</pike>
    <!--CAVALRY -->
    <!--MOD specific types missile units Must match EDU-->
    <skirmish-cavalry>1.0</skirmish-cavalry>
    <crossbow-cavalry>1.0</crossbow-cavalry>
    <guncavalry>1.0</guncavalry>
    <!--Normal types mounted missile units -->
    <missile-cavalry>1.0</missile-cavalry>
    <light-cavalry>1.0</light-cavalry>
    <heavy-cavalry>.75</heavy-cavalry>
    </melee-hit-rate>

    Note that most values have been set to 1.0, and the default is 1.0, so you won't see differences. However the heavy cavalry value is 0.75, ie the intention is to make heavy cavalry 0.75x as effective in melee. Why? If the intention is in fact to make melee attacks versus HC less effective, then its round the wrong way. The values above have no effect anyway. Set some to zero, run some comparative tests.

    </combat-balancing>
    <!--per unit task configuration -->
    <unit-tasks>
    <!--wall reform - used for split up units -->
    <wall-reform>
    <!--once more than this number are queued up, split across the other ladders -->
    <queue-length-before-split>2</queue-length-before-split>
    </wall-reform>
    <!--unformed charge -->
    <unformed-charge>
    <!--proportion of unit that will charge before unit task will finish -->
    <finish-proportion-schiltrom>80.0</finish-proportion-schiltrom>
    <finish-proportion-shield_wall>80.0</finish-proportion-shield_wall>
    <finish-proportion-general_unit>80.0</finish-proportion-general_unit>
    <finish-proportion-general_unit_upgrade>80.0</finish-proportion-general_unit_upgrade>
    <finish-proportion-pike>80.0</finish-proportion-pike>
    <finish-proportion-spearmen>80.0</finish-proportion-spearmen>
    <finish-proportion-heavy-infantry>75.0</finish-proportion-heavy-infantry>
    <finish-proportion-light-infantry>65.0</finish-proportion-light-infantry>
    <finish-proportion-gunmen-infantry>75.0</finish-proportion-gunmen-infantry>
    <finish-proportion-skirmish-infantry>60.0</finish-proportion-skirmish-infantry>
    <finish-proportion-missile-infantry>70.0</finish-proportion-missile-infantry>
    <finish-proportion-heavy-cavalry>75.0</finish-proportion-heavy-cavalry>
    <finish-proportion-light-cavalry>70.0</finish-proportion-light-cavalry>
    <finish-proportion-missile-cavalry>65.0</finish-proportion-missile-cavalry>
    </unformed-charge>

    No effect.

    </unit-tasks>
    <unit>
    <intercept-range>
    <open>
    <general_unit>.25</general_unit>
    <general_unit_upgrade>.25</general_unit_upgrade>
    <pike>.25</pike>
    <spearmen>.50</spearmen>
    <heavy-infantry>.50</heavy-infantry>
    <light-infantry>.50</light-infantry>
    <heavy-cavalry>.75</heavy-cavalry>
    <light-cavalry>.75</light-cavalry>
    </open>

    No effect.

    <settlement>
    <general_unit>.10</general_unit>
    <general_unit_upgrade>.10</general_unit_upgrade>
    <pike>.10</pike>
    <spearmen>.20</spearmen>
    <heavy-infantry>.30</heavy-infantry>
    <light-infantry>.30</light-infantry>
    <heavy-cavalry>.50</heavy-cavalry>
    <light-cavalry>.50</light-cavalry>
    </settlement>
    </intercept-range>

    Again no effect.

    This has been clearly demonstrated via testing. Similar code in config_ai_battle has the same problem.

    With your armor values, heavy mail upgrades to your advanced plate. If you want realism you have pretty much undervalued the effectiveness of plate, and also not taken into account differences between scale and mail vs missile weapons etc. Arrows from light short bows especially, and most other bows, have no chance of no chance of hurting a man in plate without hitting a vulnerable point.
    Last edited by Point Blank; August 22, 2009 at 03:26 PM.

  5. #5

    Default Re: Third age realism mod

    ok i will take some time and release the mod with normal unit sizes

    and for the xbai addition i have modified the mod alittle but still 99% of the work is the xbai teams and i didnt even touch those setting they are as it came with the xbai 3.4 i only adited the config_battle_ai and the battle_config but only the bottom part because there is my fix with the ladders.

    and i do not know how those files work but i put all the ai files that came with the xbai 3.4

    and for the armor values i know that the plate isnt as effective in combat as it shud have been but i am working on it and this isnt the final version it took me 9 moths before i finished my realism mod for stainless steel just didnt released it. I will release a new version soon and update it as patches or hotfixes come

    and i didint realy understood what you wanted to say by not taken into account differences between scale and mail vs missile weapons
    Last edited by justinas91; August 22, 2009 at 10:53 AM.

  6. #6

    Default Re: Third age realism mod

    I'm just telling you that XBAI is not all it is advertised to be, because a lot of the values in the files simply don't work. Which is one of the reasons that XBAI was replaced as the included BAI for TATW 1.2 patch.

    Scale is recognised to be more effective versus arrow fire than mail, which is one of the reasons that the Byzantines often preferred it to mail, since they faced a lot of archery from the turks etc. You can simulate this by making mail have less armor but a defense bonus, so it is mostly as effective in melee but less versus missiles.

    The missile values in your mod will be good for those who enjoy stronger missile fire
    Last edited by Point Blank; August 22, 2009 at 03:32 PM.

  7. #7

    Default Re: Third age realism mod

    what ai mod do you advice to use?
    Last edited by justinas91; August 22, 2009 at 01:48 PM.

  8. #8

    Default Re: Third age realism mod

    Germanicu5's BAI, however that is the one included in TATW, it sounds like you don't prefer it, though new versions are available.

    One thing about XBAI, is that despite some of the values being non-functional and being replaced by default values, many of the values do work, and XBAI still seems to play well, so you may prefer it to other BAI types.
    Last edited by Point Blank; August 22, 2009 at 09:11 PM.

  9. #9

    Default Re: Third age realism mod

    You were right Germanicu5's BAI newest version is greate


    version3 released with Germanicu5's BAI
    Last edited by justinas91; August 23, 2009 at 07:16 AM.

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