View Poll Results: Would you like to use RC for 2.1 TATW

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  • Heck yes!!!!!

    50 64.94%
  • What? No... I like archers with 13 missile!

    13 16.88%
  • WTF is RC??

    14 18.18%
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Thread: RC In 2.0

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  1. #1
    Moneybags14's Avatar Ordinarius
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    Default RC In 2.0

    Ok, RC stands for Real Combat for those of you who do not know. It is a way of balancing units stats based upon what armor/quality/race the unit is. Point Blank is the creator of the RC tables and I find it impossible to play TATW without RC.

    Now, I did not want to make a thread for this but I saw no other way to get the information I am seeking.

    To the point, I have implemented RC to 2.1 TATW for my own personal use and use by my local friends, I was wondering how many people would actually want to use these stats for their TATW 2.1, if there is a sufficient amount of people who want to use them then I will upload them for you to download.

    So if you would like to play RC 2.1 TATW please say something here.

    Again, I just used PB's system for the units, so the credit goes to him also.

    Regarding compatibility, this will be compatible with any submod that doesn't modify the edu/mount/projectiles .txt files. If new units are added in your other submod, this will not work with it.

    Here is the link to the download.

    RCTATW 2.1 Ver. 1.2


    Directions on how to install
    Spoiler Alert, click show to read: 

    1. This step is optional, make a backup of the following 3 files, (1."export_descr_unit.txt",2."descr_mount",3."descr_projectile")
    2. Now, download the the .rar file from the link above and save to whatever folder you want, usually in downloads folder.
    3. Open the .rar file and extract to you Third_Age/data folder.
    4. Overwrite the 3 files that it asks and then play third age with RC stats!
    Last edited by Moneybags14; August 17, 2011 at 05:29 PM. Reason: Added new download and fixed unnecesary text

  2. #2

    Default Re: RC In 2.0

    So, what features exactly does RC changes?


  3. #3
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: RC In 2.0

    Quote Originally Posted by Moneybags14 View Post
    Ok, RC stands for Real Combat for those of you who do not know. It is a way of balancing units stats based upon what armor/quality/race the unit is. Point Blank is the creator of the RC tables and I find it impossible to play TATW without RC.

    Now, I did not want to make a thread for this but I saw no other way to get the information I am seeking.

    To the point, I have implemented RC to 2.1 TATW for my own personal use and use by my local friends, I was wondering how many people would actually want to use these stats for their TATW 2.1, if there is a sufficient amount of people who want to use them then I will upload them for you to download.

    So if you would like to play RC 2.1 TATW please say something here.

    Again, I just used PB's system for the units, so the credit goes to him also.
    How long have you had this and why haven't you been sharing!?

    I'm just wondering if you just simply changed the stats, or if you went into the unit costs, animations, projectile accuracies, etc. Just simply doing the stats is not the same as doing the full conversion.

    Quote Originally Posted by NickTheGreek3 View Post
    So, what features exactly does RC changes?
    Quite a lot, actually.

    It balances units based on many factors such as training, weapon/armor quality/type, race (Elves have more skill than orcs of the same level), home region, etc.

    It's much more complex than many think.

  4. #4
    Moneybags14's Avatar Ordinarius
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    Default Re: RC In 2.0

    Quote Originally Posted by The Holy Pilgrim View Post
    How long have you had this and why haven't you been sharing!?

    I have only had it for a very short time... less then 2 weeks actually.

    I'm just wondering if you just simply changed the stats, or if you went into the unit costs, animations, projectile accuracies, etc. Just simply doing the stats is not the same as doing the full conversion.

    I changed everything in the edu for OOG/Arnor/Eriador, just ported over the 1.41 RC stats for the other factions. Also, yes, I changed the unit costs, projectile accuracies, mount masses according to RC. But I did NOT put in animations like 1.4 becuz I do not know how to unpack the animations or I most certainly would have done that already...

    Quite a lot, actually.

    Correct

    It balances units based on many factors such as training, weapon/armor quality/type, race (Elves have more skill than orcs of the same level), home region, etc.

    Correct again haha

    It's much more complex than many think.

    Wow HP you are on a role
    Responses are in red

  5. #5
    The Mouth's Avatar Ducenarius
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    Default Re: RC In 2.0

    Eh I like how the units are now, I like how dangerous an elite unit of archers can be and the slaughter that will end up happening unless you deal with them. (Well except for the dwarves there elite units just shrug off arrows from everyone but elves )

  6. #6
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: RC In 2.0

    Quote Originally Posted by Moneybags14 View Post
    Responses are in red
    No, I mean editions to the "descr_skeleton.txt" as per RC formula

    Then again, I believe that just recently showed up in version 2 of PB's formula (which is even MORE in depth! )

    Quote Originally Posted by The Mouth View Post
    Eh I like how the units are now, I like how dangerous an elite unit of archers can be and the slaughter that will end up happening unless you deal with them. (Well except for the dwarves there elite units just shrug off arrows from everyone but elves )
    You haven't played TATW:RC, before, have you?

    The Elves in vanilla TATW are nothing compared to the ones in RC.

    Quote Originally Posted by Jean=A=Luc View Post
    If I had my way the rc/rr system would be used by every single mod ever released. Having said that a tatw 2.1 version has little relevance for me personally since I most likely won't be playing tatw until 3.0. A rc/rr for 3.0 on the other hand would be most welcome.

    PB added so many features (and other sub-mods) to his mod which made it a pain to update every time but the only thing I truly need is the core rc/rr itself. If I could have that I'd be a happy camper.
    100% agree with you here, J=A=L.

  7. #7

    Default Re: RC In 2.0

    If I had my way the rc/rr system would be used by every single TW mod ever released. Having said that a tatw 2.1 version has little relevance for me personally since I most likely won't be playing tatw until 3.0. A rc/rr for 3.0 on the other hand would be most welcome.

    PB added so many features (and other sub-mods) to his mod which made it a pain to update every time but the only thing I truly need is the core rc/rr itself. If I could have that I'd be a happy camper.
    Last edited by Jean=A=Luc; August 16, 2011 at 05:16 PM.

  8. #8
    Moneybags14's Avatar Ordinarius
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    Default Re: RC In 2.0

    Quote Originally Posted by Jean=A=Luc View Post
    If I had my way the rc/rr system would be used by every single TW mod ever released. Having said that a tatw 2.1 version has little relevance for me personally since I most likely won't be playing tatw until 3.0. A rc/rr for 3.0 on the other hand would be most welcome.

    PB added so many features (and other sub-mods) to his mod which made it a pain to update every time but the only thing I truly need is the core rc/rr itself. If I could have that I'd be a happy camper.
    I totally agree on this... But, we all know that is a perfect world that will never happen

    Quote Originally Posted by The Holy Pilgrim View Post
    No, I mean editions to the "descr_skeleton.txt" as per RC formula

    Then again, I believe that just recently showed up in version 2 of PB's formula (which is even MORE in depth! )


    Yea, but for me to change the animations inside the descr_skeleton.txt, I would have to use the animations PB created in 1.41 which unfortunately I am a complete noob with animations and anything involving skeletons so someone would have to teach me on how to do this or they would have to do it themselves haha. You could be right THP but I honestly have no clue how to edit the descr_skeleton.txt file or anything other then edu,projectiles,mounts,mdb and a few others.

    And yes, I know that version 2.0 of RC is alot more in depth, since I made a spreadsheet containing all of the information so PB could use it more easily


    Too the general public, according to the poll results so far, it seems like there is alot of confusion on what RC is... here is the link to the 1.41 RC/RR submod where you can learn more information.
    http://www.twcenter.net/forums/showthread.php?t=259833
    Last edited by Moneybags14; August 16, 2011 at 05:41 PM.

  9. #9
    smoesville's Avatar Vicarius
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    Default Re: RC In 2.0

    Quote Originally Posted by Jean=A=Luc View Post
    If I had my way the rc/rr system would be used by every single TW mod ever released. Having said that a tatw 2.1 version has little relevance for me personally since I most likely won't be playing tatw until 3.0. A rc/rr for 3.0 on the other hand would be most welcome.

    PB added so many features (and other sub-mods) to his mod which made it a pain to update every time but the only thing I truly need is the core rc/rr itself. If I could have that I'd be a happy camper.
    Every time i read one of your posts i can't help but hear it in my head as the voice of Patrick Stewart
    Were there but a tree in this godforsaken place i would have hanged myself.

  10. #10
    Dutch-Balrog's Avatar Domesticus
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    Default Re: RC In 2.0

    you know, there is a submod with the RR/RC mod inside it for TA2.1

    not every1 like's RC/RR so it would be best to leave it in submods

  11. #11
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: RC In 2.0

    Quote Originally Posted by Dutch-Balrog View Post
    you know, there is a submod with the RR/RC mod inside it for TA2.1

    not every1 like's RC/RR so it would be best to leave it in submods
    Not yet, there isn't.

    There is one for 1.41, yes, but not for 2.1.

    And no, MoS does not have the RC formula implemented into it. At least not yet.

    Also, nobody said anything about making it mandatory

  12. #12

    Default Re: RC In 2.0

    I think orcs should be stronger than elves but with less skill. Men should be like that too but probably stronger than orcs, unless theyre uruks.

  13. #13
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: RC In 2.0

    Quote Originally Posted by A Goon of Sparta View Post
    I think orcs should be stronger than elves but with less skill. Men should be like that too but probably stronger than orcs, unless theyre uruks.
    I thought that orcs were said to be crappy fighters and physically weak. They just use numbers to overwhelm their foes.

    And the elves aren't like the ones from Warhammer. They can actually hold themselves in a fight

  14. #14

    Default Re: RC In 2.0

    who the hell is saying that elves are physically weak? they need a lot of strength to draw their bows, and im pretty sure i once read somewhere that they were lke the epitome of physical appearance. seriously, how many fat elves do you know?

    (HALDIR DOES NOT COUNT!)
    Quote Originally Posted by Jean=A=Luc View Post
    What the hell is wrong with you people?

  15. #15
    Moneybags14's Avatar Ordinarius
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    Default Re: RC In 2.0

    Quote Originally Posted by A Goon of Sparta View Post
    I think orcs should be stronger than elves but with less skill. Men should be like that too but probably stronger than orcs, unless theyre uruks.
    This opinion of yours does not surprise me somehow(looking at your avatar and signature) lol. But with the RC system, the elves are at the top of the food chain when it comes to stats and dwarves have high armor values but both races have lower unit numbers to represent the fact that there aren't as many of them as humans/orcs etc...

    On a side note, I was only making this public because I was very excited when I played PB's RC/RR system for the first time because of the superb realism involved. But, I am not PB and cannot be an awesome modder like him. So I am not saying my RC stats are perfect, but I did my best to follow his guidelines and tables to make the new factions flow with the rest of the 1.4 RC factions. It is still a beta or WIP as far as the prices are concerned, but I believe they are pretty close to accurate. I also wanted to release this to get some feedback from the community.

    If I had more modding experience I would attempt to put RR into 2.1, but I have been looking at how many files that affects and I honestly would fail miserably if I tried.

    But anyway, I'll put the files in the OP so the 10 people who voted can give it a test drive lol.

  16. #16

    Default Re: RC In 2.0

    I get to play tonight!!!

  17. #17

    Default Re: RC In 2.0

    I thought 2.1 already incorporated RC/RR, isn't that why all my troops take ages to train?

  18. #18
    Moneybags14's Avatar Ordinarius
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    Default Re: RC In 2.0

    Quote Originally Posted by Xenoneb View Post
    I get to play tonight!!!
    Let me know what you think

    Quote Originally Posted by GondorCaptain View Post
    I thought 2.1 already incorporated RC/RR, isn't that why all my troops take ages to train?
    No this is not the case, RC is much different from 2.1 stats.

  19. #19
    major's Avatar Libertus
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    Default Re: RC In 2.0

    @Moneybags14
    I'm still playing 1.4.1 with rc/rr cause same as you after so many epic battles with rc system I can't play vanilla anymore, too arcade. I really appreciate your work. I will try Eriador/Arnor campaign this weekend.

  20. #20

    Default Re: RC In 2.0

    Couple of questions:

    What does this thing really change apart from unit stats? In what way does it really make combat feel more realistic?

    And is it save game compatible?
    Last edited by LordBlades; August 17, 2011 at 04:19 AM.

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