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  1. #1

    Icon1 FURTHER TWEAKS

    For those who've requested here is a mini-compilation of the tweaks I've acquired on the Forum.

    files included:
    - battle_config
    :by XAI
    - config_ai_battle
    :by XAI
    (amended for TATW)

    - descr_effects_impacts
    :arrows stay

    - decr_walls
    :makes the defence towers more aggressive. Gives you more of a chance against attacking armies when defending your city.

    - (amended) descr_srtat
    :to be used with Mephisto-X mod for RC/RR. Just triples Kings Purse.

    These files are compatible with TATW 1.4 - (inc Mephisto-X modified balance for) RC RR Jan 18 + ReallyBadAI for RC RR Jan 18

    (cheers Kikka)

    Hope its some help.

    Creds are in the read me.
    Last edited by yobi_uk; February 14, 2010 at 02:12 PM.

    The Gentle Touch Of A Woman's Hand Can Soothe The Tempest Of A Man's Heart Especially If They Cook Something Tasty
    =========================================================

  2. #2

    Default Re: FURTHER TWEAKS

    Care to post a list of them in the OP?

  3. #3

    Default Re: FURTHER TWEAKS

    updated files and links

    The Gentle Touch Of A Woman's Hand Can Soothe The Tempest Of A Man's Heart Especially If They Cook Something Tasty
    =========================================================

  4. #4

    Default Re: FURTHER TWEAKS

    It would still be nice if you would tell us what you've actually changed.
    Last edited by Seleukos_I.; February 14, 2010 at 01:17 PM.

  5. #5

    Default Re: FURTHER TWEAKS

    Quote Originally Posted by Seleukos_I. View Post
    It would still be nice if you would tell us what you've actually changed.
    sorry, I'll get it right in a minute...

    NB: They are only minor tweaks...
    Last edited by yobi_uk; February 14, 2010 at 02:15 PM. Reason: moved text to proper place.

    The Gentle Touch Of A Woman's Hand Can Soothe The Tempest Of A Man's Heart Especially If They Cook Something Tasty
    =========================================================

  6. #6

    Default Re: FURTHER TWEAKS

    Thanks for the submission of the tweaks.

    I'm using The RC/RR mod (Jan 18). Your tweaks are compatible with that mod (or only with vanilla TATW 1.4)?

    Regarding the Config_AI_Battle and Battle_Config:
    Are these the same as you did for Darth Vader's mod (posted in his thread for TATW 1.2)?

    Also, I've been experiencing poor unit cohesion and especially charge and battle problems on Vanilla 1.4 which is why I installed RC/RR, but it seems there are still problems with unit cohesion and charges, especially with the dwarves. I've applied 1.4 on a fresh install (afterTATW 1.1, 1.2 and 1.3) but no luck yet with good unit cohesion during fighting.

    Is this something your files improves?
    If not; do you know of any way to improve the charge and unit cohesion?

    Thanks!
    Last edited by Treebeard; February 14, 2010 at 03:13 PM.

  7. #7

    Default Re: FURTHER TWEAKS

    Quote Originally Posted by Treebeard View Post
    Thanks for the submission of the tweaks.

    I'm using The RC/RR mod (Jan 18). Your tweaks are compatible with that mod (or only with vanilla TATW 1.4)?

    Regarding the Config_AI_Battle and Battle_Config:
    Are these the same as you did for Darth Vader's mod (posted in his thread for TATW 1.2)?

    Also, I've been experiencing poor unit cohesion and especially charge and battle problems on Vanilla 1.4 which is why I installed RC/RR, but it seems there are still problems with unit cohesion and charges, especially with the dwarves. I've applied 1.4 on a fresh install (afterTATW 1.1, 1.2 and 1.3) but no luck yet with good unit cohesion during fighting.

    Is this something your files improves?
    If not; do you know of any way to improve the charge and unit cohesion?

    Thanks!
    It is compatible with RC/RR Jan 18 for TATW 1.4.
    The Battle AI files are similar but the included BAI are based on XBAI 3.4 which is done by the XAI team, which improves upon the one done by Darth.

    With regards to the unit cohesion, there may be different factors that's affecting it, one that springs to mind is unit size (mainly if you are playing with Large unit settings). I am playing on normal unit size, and the only unit cohesion probs I have seen are with the Orc/(evil) factions where they tend to bunch up.

    Could you clarify further what problems you are having?

    With the unit charges are you talking about the cavalry only? Or all the units? The cavalry fix can be found with Mephisto-X sub-mod for RC/RR.

    Try the BAI files included to see any difference, making sure that you run the FILE_TASK.bat before trying the new battle AI. The units should charge more as one and not only a few at a time like I noticed with vanilla.

    The Gentle Touch Of A Woman's Hand Can Soothe The Tempest Of A Man's Heart Especially If They Cook Something Tasty
    =========================================================

  8. #8

    Default Re: FURTHER TWEAKS

    Quote Originally Posted by yobi_uk View Post
    It is compatible with RC/RR Jan 18 for TATW 1.4.
    The Battle AI files are similar but the included BAI are based on XBAI 3.4 which is done by the XAI team, which improves upon the one done by Darth.

    With regards to the unit cohesion, there may be different factors that's affecting it, one that springs to mind is unit size (mainly if you are playing with Large unit settings). I am playing on normal unit size, and the only unit cohesion probs I have seen are with the Orc/(evil) factions where they tend to bunch up.

    Could you clarify further what problems you are having?

    With the unit charges are you talking about the cavalry only? Or all the units? The cavalry fix can be found with Mephisto-X sub-mod for RC/RR.

    Try the BAI files included to see any difference, making sure that you run the FILE_TASK.bat before trying the new battle AI. The units should charge more as one and not only a few at a time like I noticed with vanilla.
    Thanks for the info. You're right that I played with a larger unit size (- I was using Huge, since that is the default for TATW).

    The problem is that the cavalry becomes disarrayed with some horses falling behind and then the unit often stops to try to pull itself together (- usually failing to do so until it becomes involved in melee, thus missing the charge opportunity, and then some cavalry are not assisting their comrades in melee at all). It was worst with Elrond's body guard cavalry during the campaign. Then I decided it was not playable so I didn't get to see different cavalry in action.

    It's not so bad for the silvan elves (I play them most) because they are mainly ranged (in the beginning stages at least). The dwarves were the worst though. No cohesion in campaign battles, especially when facing skirmishers like snagas. The snagas too seem to have problems in melee because they were just standing by idly and only some scattered individuals in their units would fight and the rest would stand still. With the dwarves I usually have to doule click behind the enemy so they finally get their men to the enemy lines. That usually kills more dwarves than necessary.

    I also did some cohesion testing using custom battles with Noldor cavalry and using small sizes. There it went much better with cavalry charging as they should.

    I will start a new campaign using normal unit size and see if that helps. (Plus, I'll also use your files).

    I'll give more feedback when I've observed how they operate with your files.

    Thanks

  9. #9

    Default Re: FURTHER TWEAKS

    I have now played some time as Silvan and Dwarves in the war of the rings campaign mode, with unit size set to normal (e.g Dwarven warriors number 61 if its unit is at 100% health).

    My impression is that the unit cohesion and unit participation during melee battle has not changed from before. Units who do not clash in perfect formation, head-on, do not engage well at all. What happens is that I get some units fighting while most units either stand still in battle stance, or move extremely slowly and carefully, even if their friends are fighting for their lives nearby.

    From Medieval 1 and Shogun, I was used to units actually seeking the fight once the clash occurs. In MTW2 it seems very broken in that respect.

    Perhaps there is nothing to do about it if it is an engine problem, or perhaps it is a problem with unit animations, I don't know how the battle mechanics are supposed to work in MTW2, but I do think the current mechanics makes the battles less engaging and more frustrating than they should be.

    Has anyone else gotten the same impression, or does clashing and engaging in melee work fine for you?

    I run MTW2 on Windows 7 professional but it seems perfectly stable and fine and has never crashed. It seems highly unlikely that the O/S would be the cause of this anyway.

    (By the way, is Stainless Steel 6.1 free of this issue)?

    On a BAI issue using your modified files, I noticed that the AI besieged me with some melee units and I sallied forth and the melee units went around the walls (on the outside) from the western gate to the eastern gate and then just stood there waiting closeby outside the (closed) gate and they got decimated by my archers and arrow towers. They had zero chance to inflict any casualties and were put under constant heavy fire. Still they did not retreat (or break) until their casualties were at 95%. Then they started retreating, but of course they were quickly mopped up without any casualties on my side. The AI should retreat immediately (to a tactically sound location) if it has no chance of inflicting injuries. It should wait far away from the walls and only advance to meet enemies approaching on the outside of the town/castle. That's something that perhaps could be improved.

    Although, maybe this "tactics" was a mishap between your updated files and G5's ingame extra scripts that get triggered before a battle via an advisor.

    Regards

  10. #10

    Default Re: FURTHER TWEAKS

    Sorry to kind of necro, but is the arrows stay tweak compatible with 2.1? I'm going to try it anyway, just to double check

  11. #11

    Default Re: FURTHER TWEAKS

    I can't speak for 2.1, but I think it uses a similar anim set to RC/RR. Believe me, everything possible has been done to maximise cohesion, including altering unit stats dramatically and applying new animations.

    Cavalry is a bit different, but a hint is that cohesion is maximised in good-quality melee cavalry and progressively gets worse towards low-quality missile cavalry.

  12. #12

    Default Re: FURTHER TWEAKS

    Hey PB, could you impliment the arrows stay mod into RR/RC please?
    Can't wait for it! It makes everything so much better! Thankyou for all your hard work

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