Results 1 to 9 of 9

Thread: Big Units for SS 6.4

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Big Units for SS 6.4

    BIG UNITS FOR ss 6.4

    I used to playing with units from 250 to 200 in the SS 6.2 with minmod of Huge battles, I proceeded to create the first Minimod giants battle for SS 6.4 Minimod

    This consists simply of a change in the size of the units as well as the balance of factions, I mean, is to know that the nordic cavalry not was abundant in contrast to the Mongols that his army consisted of cavalry almost 100%, which is why there are factions that their infantry units will be a tad larger, as well as others that the cavalry came to the 150 units.
    The most basic units are 250, 225, 200 or 180 elite units or more taridas ranging between 180, 170, 150, 120, 100, 40, as well as cavalry units ranging from 150,120,100,90,80 and 40.

    Mercenaries
    The number of men of any mercenary units has been vastly superior, due to historical reasons, or to represent those rebel factions that has no place in the mod, for example, Armenian units are slightly more numerous as well as those of Wales and some Nordic units (Sweden) , also the light horse of the steppes has expanded enough to represent the fact that tribes are going into battle, and that goes all the tribe, which is why mercenary units will be more relevant now, both in number and in battle.

    Siege Weapons
    number of siege weapons as well as their salaries has widened considerably:
    Ballistic Catapults 4 to 6 units
    Catapult / Mangonels from 2 to 4 units
    bombards / guns / gunpowder weapons in general... of 2 / 3 4 units
    Monster Bombard 1 to 2 units

    Installation

    Installation is as simple, you only have to replace the file downloaded by the same in the data folder of the mod.

    Link

    http://www.megaupload.com/?d=2BO5CVCG



    PD: I hope you like the Minimod, when you attack an army of 3000 men, you self-esteem rises


    PD2: Sorry for my english guys


    ....a little pic
    Last edited by Werety; March 09, 2011 at 08:11 PM.

  2. #2

    Default Re: Big Units for SS 6.4

    bro noticed on my campaign that its fun but sometimes on fort or city battles its getts really messed up, the pathfinding problem.

    like when 250 spearmen try to go to a 70 man space between 2 towers, they get stuck=(

  3. #3

    Default Re: Big Units for SS 6.4

    This mod has its bad things like the funnel effect, but I realize the reason to expand the number of men per unit, is more fun in battles that in sieges

  4. #4
    GM207's Avatar Decanus
    Join Date
    Nov 2010
    Location
    Mew York
    Posts
    510

    Default Re: Big Units for SS 6.4

    Hey guys, got a question here, I am a Rome total war player mostly and love big battle, usualy I play battle that consists of about 18800 men on the battlefield, it gets a bit laggy at times but it's exceptable, I tried playing a big battle with M2TW and there was about 14000 men on the battlefield, and it was more laggy then when I usualy play Rome Total war with 18800 men on the battlefield, is there anything I am doing wrong here?
    why is it more laggy with less men?

  5. #5
    Ferdiad's Avatar Patricius
    Join Date
    Feb 2010
    Location
    Ireland
    Posts
    28,041

    Default Re: Big Units for SS 6.4

    It has better graphics, dumb dumb

  6. #6

    Default Re: Big Units for SS 6.4

    yes, bad graphics GM207, more dead soldiers will have less lag

  7. #7

    Default Re: Big Units for SS 6.4

    I say from experience that cavalry don't really need to have numbers higher than 100
    men per unit...
    It's unbalancing.

    Killing 100 MpU Turhagut of the mongols is tough enough. With 150?


    I would say it varies by unit, though... Other than large cavalry units,
    more men per unit in infantry is good, I think.

  8. #8

    Default Re: Big Units for SS 6.4

    I have increased the infantry till a certain limit, the cavalry is very important to the Mongols, so all light cavalry units are 120, and for 150 . Mongols are now an unstoppable army, but their infantry is weak to represent their status as nomads on horseback.

  9. #9
    Ferdiad's Avatar Patricius
    Join Date
    Feb 2010
    Location
    Ireland
    Posts
    28,041

    Default Re: Big Units for SS 6.4

    Quote Originally Posted by Werety_CE View Post
    I have increased the infantry till a certain limit, the cavalry is very important to the Mongols, so all light cavalry units are 120, and for 150 . Mongols are now an unstoppable army, but their infantry is weak to represent their status as nomads on horseback.
    How does the mod affect AI balance, who dominates, who fails etc...

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •