I need a good reason to use it or not to use it....
I can't seem to decide... Thanks.
I need a good reason to use it or not to use it....
I can't seem to decide... Thanks.
Depends on how you like your battles.
If you like long battles and powerfull infantry(i guess), go for 2hp.
If you like them shorter and powerfull ranged units, go for 1hp.
1 hp is much better i think, archers actualy do somthing (useful against the romans), 2 hp is a heavy infantry bore...
About the archers, it is a mistake to think they are useless in 2HP. You just don't see the casualties because of the 2HP, but they make the enemy weaker, losing 1HP for example, so that your own infantry has an easy task in finishing them off.
I prefer the 1HP system though, because I don't like battles to take to long.
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
HardSun on XBoxLive - Destiny and other stuff
You may not notice archer dmg, but skirmish units still hurt heavy infantry
I prefer 2hp since i dont like 5min battles.
Units are no fun unless they look like there doing some good imo.
Also the more you can kill before they reach your line the less they hit you with therefor the less casualties you take so you dish out more so they di more and the circle goes on...
I use the 1hp system as i think archers and cavalry are a bit to weak under 2hp system . I prefer how long the battles last under 2hp system and that you can't just mow an army down with missle weapons . Somewhere between the 2 would be perfect .
I have to agree with the above poster. It is fun to see your ranged units work their magic with one HP. Peltasts are especially powerful, but bowmen, slingers, etc.. aren't too shabby either. Downside? Ranged units are a little too powerful (I think you could beat most armies with 20 units of well trained heavy peltasts), and the battles are quick.
Two HP battles last quite a bit longer, and seem more satisfying. However, ranged units SEEM to do little to no damage. Or, to be more accurate, it takes quite some time to bring an enemy down.
So, it is a toss up. Personally, I would suggest changing your settings based on the faction you play as.
On the bright side, I heard DBH is making a new 1.5 HP system. Well, that isn't true, but we can dream.
Following my frustation post that i made on the Scythia thread, i thought i should share my thoughts on this matter once again.
In vanilla i recall archers or better yet ranged units and weapons having a considerable effect on infantry. Thats what ppl seem to enjoy on 1hp system. I have tried 1hp a few weeks ago and used about 2 units of archers ( dont recall if one of them was cretan) agaisnt a unit of Principes which was behind their walls. Lets say they must have inflicted 15-20 casualties in a few seconds(10-15?). Well lets say this is where my opinion differs, since i find it hard to accept that a ranged unit has this devastating effect on a heavy infantry unit.
If archers have this effect, i cant even imagine the one a skirmish unit ( javelins for example ) would have on a heavy infantry unit.
Now i will agree with you on the point that an archer unit doesnt inflict considerable casualties on infantry on 2hp mode. It comes to my mind, roman legions approaching my line of phalanxes while being attacked by my experienced archers, and yet in their run, the legion will have 5 casualties tops and i think im even exagerating here, because sometimes they dont even suffer any. But as TMisback said and i agree, the point in 2hp with archers is to weaken their target not to devastate it in a few seconds.
But i wont stop at the archers. Anyone that says that ranged units are weak agaisnt heavy infantry in 2hp, sorry but thats a lie. My phalanxes suffer considerable losses to javelins... a unit that has 240 men after 20-30 seconds will end up with 230-220. You may think thats not alot, but for a unit that is about to face, in most cases, other heavy infantry units, that is a lot. Ofc we might have different notions of "considerable losses" but mine is around that. Same goes for other heavy infantry units such as hoplites which after a few rounds will end up with 190-185 men ( unit of 200). In other words, JAVELINS HURT!
I will agree a bit when ppl say that in 2hp cavalry might be slightly weak. I will spare you of another explanation, since i gave it on the Scythia thread. I will only that if you're expecting to run your cavalry agaisnt enemy infantry and instant break them...ye right...agaisnt militia maybe. I do have one (more) complaint on this one. Picture a unit of heavy cavalry (GCS) minimum experience, they have what? 100 men? charging a unit of 160 skirmish with the same experience. After the initial charge, theres a chance that your unit will LOSE agaisnt skirmish .......... HEAVY cavalry suffering losses to SKIRMISH units..... common sense again
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Dont get me wrong, im not complaining, just trying to say that (heavy)infantry still suffer losses in 2hp from ranged units/weapons, visible or not.
I guess you have to see the bigger picture with 2hp, which means that the losses are considerable in 2hp because the fights last longer, and for a unit that has alrdy been peckered with ranged dmg, that is important and alarming in a long fight scenario.![]()
Last edited by Grimbold; November 07, 2009 at 09:26 PM.
Agreed, I feel that the 2Hp is fairly balanced but heavy cav is a little weak.
Could add scared of cav to skirmisher/light infantry units?
Either that or increase their defense a bit so they can survive more charges?
I've used 2 hp ever since I downloaded this mod and I've loved it. I even took the time to change the files of XGM XC to make that 2hp because I love it so much. I prefer the slower paced battles, I think it's much more realistic for infantry, and although archers may seem kind of weak, it prevents the AI (or me, for that matter, I like to keep things relatively fair) from destroying with an army of ranged units.
Quoted from a user on another forum:
"If I werent playing games Id be killing small anamils at a higher rate than I am now"
i tried both hitpoints systems and 1 hitpoint is not enough. with the one hitpoint system the battle is over in a minute so it takes really no strategy. 2 hitpoints is the way to go. i also found that javelins still do alot of damage, i can wipe entire regiments with a few throws. i havent really tried archers at a full extent but im sure they do damage as well
The height distance on walls increases their damage, as well as range.
I wouldn't be suprised, after kicking the infantry off stone walls, you can effectively shoot the enemy to dath with long range archers like ethiopians and syrians. It is because on top of the wall, shields arn't used as much below, and more often than not you are shooting at their unguarded backs.
Rest in peace, Calvin.
(28th April, 1975 - 28th October, 2009)
If you're refering to the example i gave, the walls were wooden, and the hoplite unit entered when the slingers were alrdy moving back to the main square.
What slingers and xp where you using, and I presume you were hitting their front?
Some have the AP ability which really helps.
Rest in peace, Calvin.
(28th April, 1975 - 28th October, 2009)
im a ex EB player and finally gave it up over frustration with ctds. so far i saw some pics and the campiagn map looks just like EB's so im liking that. but i never heard of this 1hp 2hp system. i like long battles but i also like having archers that kill my enemies so im little confused by how much damage missile units do. i hate battles that are over in 1 minute like in rtw. so anyone who has played EB or RTR can they tell me which HP system i would want to use that would be similar to EB or RTR battles. also does this mod have problems with ctds.