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Thread: EDU reworking sub-submod for Baron Samedi's Submod

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  1. #1
    Mikail Mengsk's Avatar Primicerius
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    Default EDU reworking sub-submod for Baron Samedi's Submod

    Hi all, i've asked permission to Baron Samedi to rework the EDU of his Submod Compilation, and now i post my work.


    IMPORTANT- this EDU works only with Baron Samedi's Submod Compilation. Also, make a copy of the original.


    The goal of this reworking is to rebalance all faction rosters and to put a real difference between "militia" units, "regular" units, and "elite" units for ALL factions. Also, every race has different units' size, with Orcs and Goblins having 250 soldiers for "militia"-level units, while Humans having 150 and Dwarves 120.

    All units' stats and costs have been changed, making elite units REALLY elite, adding heavy units to some Orc factions (for example, Orc Fellers are now an Heavy unit for Orcs of Gundabad). Elite Dwarven or Elves units are now devastating, but are really expensive and has small numbers. Losing an elite unit because of some tactical error is now very very bad.

    Trolls have been slightly underpowered: now they are still devastating but not so dominating.

    All Cavalry units now have less Attack value but more Charge value, making them devastating when well used, but vulnerable if left alone in melee.

    All units' recruitment time raised by 1 turn. I made this trying to kill off stackspam, and with also some changes to other files it seems to work very well. At turn 100 no AI faction seems to stackspam anyomore. Very big factions can land a good amount of units, but no more endless waves of fullstacks. Also, AI seems to make more balanced armies, but this is probably not my "fault" . Obviously, elite units takes more turns to be recruited.

    All units have different costs in custom battles and campaign: this has been made to implement some "racial bonus" for some factions in campaign, leaving their costs unchanged in custom for balance's sake.


    INSTALLATION- Just copy my EDU.txt in your "Data" folder of TATW mod.


    I've tested it in custom battles and in a 100-turns-long Arnorian campaign, but i can't say it's perfectly balanced. It seems to me, but please post if you find some "bug" or unbalancing issue.


    WARNING: THE ATTACHED FILE IS VERSION 1.0! TO DOWNLOAD THE 3.0 VERSION CLICK ON THE LINK IN THE THIRD SPOILER.


    - Version 1.0 (downloaded by 99 users, thank you all! )
    Spoiler Alert, click show to read: 



    -Version 2.0
    Spoiler Alert, click show to read: 

    Changes of 2.0:

    - Slightly reworked cavalry soldiers' number

    - Added +1 HP to Bodyguard units, reduced their numbers

    - Dwarven Axemen can now deploy stakes

    - Minor changes to Haradrim troops


    http://rapidshare.com/files/44860097...descr_unit.txt


    alternative link, for some reasons the rapidshare one seems to doesn't work:

    http://www.mediafire.com/?448g66et2waxgny




    -Version 3.1- NEW
    Spoiler Alert, click show to read: 

    Changes of 3.0:

    - Every cavalry unit now has AP when charging with their lances: cavalry charges are now much more realistically effective

    - Fixed some cavalry units' soldier number (Dale Cavalry, Southron Lancers, Dale Yeomen) now they have 50 soldiers like every other non-elite cavalry

    - Adjusted some cavalry stats for some factions

    - All bodyguards' units are now available in custom battles (Dale, Harad, Rhun, Mordor and Isengard lacked custom battle bodyguards' units)

    - Arnor Seargents are now less powerful but costs much less: they are now a light cavalry for Arnor

    - Black Numenorean's infantry now available in custom battle, heavy infantry with 2 HP

    - Reduced Loke-Shah Rim's soldier number

    - Reduced Dismounted Dol Amroth Knights' and Dol Amroth Knights' cost

    - Raised Rohan's basic archer's cost

    - Reduced Trollmen of Harad's soldier number

    - Added AP to Hasharii, reduced their attack, raised cost to 600

    - Southron Lancers costs more but are now a decent cavalry (comparable with Rohan Riders)

    - Southron Pikemen costs more

    - Variag Raiders' cost increased

    - Dale Earls cavalry more effective for their cost

    - Rhovanion Cavalry slightly better, raised their cost

    - Removed Minas Tirith Knights from custom battles: they seems to cause CTD

    - Fixed Pike units' costs


    Download from here: http://www.mediafire.com/?tm5lq6cn5sok627

    or here: http://rapidshare.com/files/44996561...descr_unit.txt

    Last edited by Mikail Mengsk; February 26, 2011 at 11:37 AM. Reason: released version 3.1
    It's only after you have lost everything, that you are free to do anything.

  2. #2
    Laetus
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    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    You are a great guy Mikail!
    Cheers!

  3. #3
    Mikail Mengsk's Avatar Primicerius
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    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    Please post any feedback.
    It's only after you have lost everything, that you are free to do anything.

  4. #4

    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    Im interested in the changes to the Dwarves. You've cut the number of their groups down to 61, if not lower, and drastically increased their costs. At the same time you have given many of their units armor that shames any other heavy infantry (not that it hadnt previously) and their AP units now hit like mac trucks. All ground units now have Very Good Stamina, which is a relief since I had stamina problems during even modest battles. It remains to be seen how this plays out in campaign (such as more expensive warriors in the begining), but it looks like you've reimagined the dwarves to be a perpetually outnumbered yet frightenly effective infantry centric force. I'd say thats very Dwarfy if anything, but I would need to look over it more. You didnt seem to do as drastic of changes with the more elite Dragon Slayers, Iron Guard, or Khazad Guard, which I find intersting.

  5. #5
    Mikail Mengsk's Avatar Primicerius
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    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    61? Minimum should be 80 or so, are you playing with Huge unit size?

    I didn't changed stamina, this is probably due to Baron Samedi's submod.

    Anyway yes, you are entirely right: to make Dwarven armies little, but still fearsome was one of my main goals. I couldn't see as many dwarves in battle as Gondor, and i didn't want to see Dwarven armours worse than any other else :p

    Dwarven motto, for me, is: "Always outnumbered, never outgunned"
    It's only after you have lost everything, that you are free to do anything.

  6. #6
    Broke1980's Avatar Civis
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    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    Love your work!!
    I will download/install this, hopefully pretty soon.
    One question, did you change the units "points" for auto resolving battles to reflect your changes?
    Not that I auto resolve, but it might be good for AI battles.
    Cheers!

  7. #7

    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    Ah, I was apparently on unit scale Normal. Switching to Huge, the sizes reach upwards of 121. More axes are never a bad thing!

  8. #8
    Mikail Mengsk's Avatar Primicerius
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    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    121 for basic troops, 101 for heavy, 81 for elite the "1" more i think is the captain/leader of the unit, which the game seems to add separately. Pretty annoying to see, IMHO

    @Broke- autoresolving is automatically calculated by the game, it's influenced by units' stats (heavy armour and multiple HP are very good factors, for example). As far as i could have seen in a 100-turn-long arnorian campaign, there were no noticeable "bugs" in the autoresolving system. The only really strange thing i've seen it's Gondor killing off Mordor for some reason, but it's probably due to other changes i've made in other files (descr_strat.txt); i've modded it to add some good unit to every faction from the starting, and i probably forgot to add them to Mordor too :p


    In case someone likes the mod, please +rep
    It's only after you have lost everything, that you are free to do anything.

  9. #9

    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    Hi, is possible recruit Knights of Annuminas in campaing with these changes? I am not sure if is a general problem, but I can´t recruit them after install the Baron mod.

    Excuse me for my english and nice work!!!!

  10. #10
    Mikail Mengsk's Avatar Primicerius
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    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    I didn't noticed that "bug", so i'm sure it hasn't been fixed in my reworking. Now that i'm aware of, i remember that i've never seen them recruitable in my campaign despite having chosen "Total Rectruitment" option. I'll take a look at the files, probably is a missing line in the new buildings.
    It's only after you have lost everything, that you are free to do anything.

  11. #11

    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    Quote Originally Posted by Mikail Mengsk View Post
    I didn't noticed that "bug", so i'm sure it hasn't been fixed in my reworking. Now that i'm aware of, i remember that i've never seen them recruitable in my campaign despite having chosen "Total Rectruitment" option. I'll take a look at the files, probably is a missing line in the new buildings.
    Thanks.

    When I played as Arnor without Baron submod I could recruit them in Annuminas.

  12. #12

    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    I'm not sure if this is an issue with Baron Samedi's original or your reworked version, but Troll cages seem to be bugged somehow. Sometimes after building a troll they stop working (the recruitment disappears from the description). Sometimes they work fine though. I noticed this both playing as the Misty Mountain orcs and as the high elves fighting Gundabad (I wondered why I wasn't seeing any trolls, sent a spy, their cage wasn't able to make any).

    Also, I was wondering (again I don't know if this is an issue with the original, or maybe I'm just dumb) where the Eregion Smiths are? I have all the elf scripts on, reunited the kingdom, Ost-in-Edhil is a minor city, and still no smiths. Doesn't hurt me too much since the trolls aren't showing up either, but they'd be nice to have.

    Otherwise, great work - I like the reworked flow of the game a whole lot, and the emphasis on planning ahead - without being able to spam units, having to plan ahead for an invasion seems more realistic. Also, watching 500 elite elven infantry shred thousands of orcs is a real pleasure. Same with the dwarves, even though they're getting crushed by Rhun right now...

  13. #13
    Mikail Mengsk's Avatar Primicerius
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    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    Since i've touched only EDU.txt, this is an issue of the main submod. Eregion smiths too, probably they share the same fate of the Knights of Annuminas: missed in the descr_buildings.txt.

    Glad you enjoy the mod, mate Remember that Rhùn is a bad boy: a lot of units, AP elite infantry and really nasty cavalry!
    It's only after you have lost everything, that you are free to do anything.

  14. #14
    Broke1980's Avatar Civis
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    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    Ok, let's push this farther.
    I was playing the other night, starting a new game as high elves.
    Seemed strange to start with only militia and next to no buildings in my cities.
    That always bugged me.
    Knowing how and with the time I don't have, I would modify it...
    Anything you can/want to do about that?
    Ah and Mikail, my man, you got +repped

  15. #15

    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    Quote Originally Posted by Mikail Mengsk View Post
    Since i've touched only EDU.txt, this is an issue of the main submod. Eregion smiths too, probably they share the same fate of the Knights of Annuminas: missed in the descr_buildings.txt.

    Glad you enjoy the mod, mate Remember that Rhùn is a bad boy: a lot of units, AP elite infantry and really nasty cavalry!
    Hi!!! I found the problem with the knights of Annuminas. Go to export_descr_buildings file and search building house_of_kings and change this:

    ; recruit_pool "Dunedain Knights2" 1 0.08 1 0 requires factions { byzantium, turks, } and event_counter union_accepted 1
    ; recruit_pool "Dismounted Dunedain Knights" 1 0.08 1 0 requires factions { byzantium, turks, } and event_counter union_accepted 1

    for:

    recruit_pool "Dunedain Knights2" 1 0.08 1 0 requires factions { byzantium, turks, } and event_counter union_accepted 1
    recruit_pool "Dismounted Dunedain Knights" 1 0.08 1 0 requires factions { byzantium, turks, } and event_counter union_accepted 1

    Regards.

  16. #16
    Hero of the West's Avatar Artifex
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    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    Quote Originally Posted by arnaldo27 View Post
    Hi!!! I found the problem with the knights of Annuminas. Go to export_descr_buildings file and search building house_of_kings and change this:

    ; recruit_pool "Dunedain Knights2" 1 0.08 1 0 requires factions { byzantium, turks, } and event_counter union_accepted 1
    ; recruit_pool "Dismounted Dunedain Knights" 1 0.08 1 0 requires factions { byzantium, turks, } and event_counter union_accepted 1

    for:

    recruit_pool "Dunedain Knights2" 1 0.08 1 0 requires factions { byzantium, turks, } and event_counter union_accepted 1
    recruit_pool "Dismounted Dunedain Knights" 1 0.08 1 0 requires factions { byzantium, turks, } and event_counter union_accepted 1

    Regards.
    yep this is the solution, the ; sign makes the line not readable for the script.. i always use it to describe stuff in my scriptfiles..

  17. #17
    Mikail Mengsk's Avatar Primicerius
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    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    Sorry mates didn't have many time do modding further, glad you've found the fix in the meantime.

    Ok, let's push this farther.
    I was playing the other night, starting a new game as high elves.
    Seemed strange to start with only militia and next to no buildings in my cities.
    That always bugged me.
    Knowing how and with the time I don't have, I would modify it...
    Anything you can/want to do about that?
    It's easy to tell, boring to do , i did it in the 1.4: the file to mod is descr_strat.txt in world/campaign/imperial campaign

    Problem is: you have to add every building for every faction (to keep things balanced), paying attenction to town size and level of the building required for the units. Honestly, i modded descr_strat but left buildings alone because i always use Total Recruitment option, which allows every unit from the time you build new barracks.
    It's only after you have lost everything, that you are free to do anything.

  18. #18
    Mikail Mengsk's Avatar Primicerius
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    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    Any other feedback?
    It's only after you have lost everything, that you are free to do anything.

  19. #19
    Broke1980's Avatar Civis
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    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    Quote Originally Posted by Mikail Mengsk View Post
    Any other feedback?
    No time, playing.
    And having a great time by the way, nice work again!

  20. #20
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: EDU reworking sub-submod for Baron Samedi's Submod

    Sound's interesting to test.
    How does it work with saved games?
    Do I have to start all over or may I continue with old saves after installing it (without your mod's changes, then)?

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