Hurray!!! V2
Hurray!!! V2
NOIF's MODS & ARTS: Noif's Gallery | NOIF's Unit Retexture Mod(TWR2) |NOIFs Faction emblems-Mod(TWR2)| Better horses, elephants, dogs and camels HQ-textures (TWR2) | Better siege equipment and fort walls HQ-textures (TWR2)I CAME...... I SAW... I MODDED
Thanks you for the update Yarkis, you're the man.
"...I'll look for something else. We're surrounded by water. Why are we eating knob?"
now all I need is to find a mod that reduces the killing rate of archers, or just adds a little more armour value to infantry units and something that will slow killing in melee just a small bit and I'll be set til the bigger mods come.
what with the slower speed, morale mod and slightly weaker archers/slow melee kills.
you do good work yarkis.. you do good work.
All this is estimation but:
Archers range is 150 (im assuming metres here),
average-ish speed for an average bloke wearing shorts and shoes on flat ground running 100 metres is about 20 odd seconds, lets cut off 4 seconds because these are soldiers so should be fit but add 2 because they are running in formation/as a unit and in armor so 18 seconds. Times 1.5 to get time for 150 metres = 27 seconds
Having done archery (and being reasonably good, not amazing but above average) myself it took me about 7-8 seconds per aimed shot at 75m, target the size of 3 people standing abreast id hit it 60% of the time. Not such an issue with the accuracy as we are talking about volley fire at other units.
So on average samurai at least should be getting 3 volleys off by this calculation, although i cant really see ashugaru being much further behind just less accurate.
OPEN BATTLEFIELD CAPTURE POINTS AND IMPACT PUFFS HAVE GOT TO GO!
REVERT INFANTRY THROWING PILAE TO ROME TW'S SYSTEM AS IT WAS PERFECT!
Mobo: GA-P35-S3, CPU: Intel Core 2 Quad Q8400 2.66Ghz, GPU: AMD HD 6850 1GB, RAM: 4.Gb Corsair DDR2, Sound: Audigy 4, O/S: Windows 7 64bit Home Premium
The problem is that reality rarely ever transfers well to gameplay. and considering how much the AI likes to spam archer units, slowing things down can literally turn them into killing machines, making balanced armeis a waste of time. I think adding a couple points of base armor may fix the issue though, it will allow archers to still be effective but help to negate the effect that the 1 extra volley they'll get in this mod.
Thank you! It makes the game much more enjoyable for me.
Thanks for the offer! I am still trying to work out what is the best approach to slow down battles in general (kill speed in rangend and melee combat) and haven't found definity solution yet. I want to preserve the current unit balance. If I get a solution worth to implement and there is still no working editor to do it without hex editing, I will let you know.
Thank you, this is excellent. I'm using the 20/10 version and it really feels different and realistic now.
Thanks, im using 20/10% reduction speed and it feels fine, much better then vanilla tbh
awesome mod thank u so much. not to be a pain but could u post one for 15% and 8% speed decrease pretty plz.
zowrath juts put up a 20% reload penalty for archers. so all I need is for melee battles ot last a little longer and I'm good!
Maratha Light Infantry - http://www.sendspace.com/file/ibfygu
Col. Michael Kováts Hussars - United States - http://www.sendspace.com/file/j272k5
Norske Geworbne & Trondhjemske Regiment - Norway - http://www.sendspace.com/file/tmvpk6
Links updated 06.05.13
This might be more plausible with better modding tools, but is there any way to change the acceleration and turning speed of units? As it is, people and horses can turn on a dime while running at full speed, and entire units can wheel around and take position in a few seconds. This kind of negates the usefulness of any flanking maneuvers, since they can reposition so quickly. It seems like in previous TW games the units were much more cumbersome, and could get caught facing the wrong way if you weren't careful.
Does this mod work on the full version of the game?
"Nuke the Site from orbit - Only way to be sure"!