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Thread: Unit numbers depending on race submod

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  1. #1

    Default Unit numbers depending on race submod

    Hi, is there a submod that differs the number of units depending on race, while maintaining balance with stats/costs? Cause its kinda strange for me to see that dwarven/elven regiments have same ammount of units as human regiments, who shoul be more i think.

  2. #2
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    Default Re: Unit numbers depending on race submod

    RR/RC thought it's not ready for 2.1 yet

  3. #3

    Default Re: Unit numbers depending on race submod

    Quote Originally Posted by LittleDwarf View Post
    its kinda strange for me to see that dwarven/elven regiments have same ammount of units as human regiments
    Do not they have 120, while humans have 150?
    But I agree, that they should have 100-sized units but buffed up a little more.

  4. #4

    Default Re: Unit numbers depending on race submod

    I allways edited units attributes making elven units 100 strong, and buffing their stats. And then buffing them up again, additionally incresing cost and decresing avaibility.
    And that's with RR/RC.

    I allso made elves move faster, expecially cavalry.

    Just don't think about making elves less then 80 heads strong. It make's the force overall too smal for any tactical play.

  5. #5

    Default Re: Unit numbers depending on race submod

    If you mean 80 on huge, then i agree. But i think that Dwarven regiments should also be less. Their are also a race in decline and even before that, their numbers were fewer than men. Like 80 for elves/90-100 for dwarves/140-160 for men and 200 and up for goblins/orcs.

  6. #6

    Default Re: Unit numbers depending on race submod

    I allways gave 100(60-80 elite) to the elves, 120(80-100) to dwarves, 150(100-120) to men, 200(120-150) to Uruks and 250(150-200) to orcs and goblins. With proper cost and avaibility balance it turns out best this way.

  7. #7

    Default Re: Unit numbers depending on race submod

    Hmmm... And you have feel that it is balanced? If yes, then i would be pleased if you would borrow me you export_descr_units, good sir. Cause I don't think that it is very easy to balance unit stats/costs and numbers yourself, and i think it would take me a lot of time and testing.

  8. #8

    Default Re: Unit numbers depending on race submod

    It took me like 5 days. And patch was relised the day I finished xD
    But that was a while back and unforunatelly I've unistalled TW in the mean time to free up disc space :<

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