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Thread: Alternative units stats for MOS 6.22 & other small changes

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  1. #1

    Default Alternative units stats for MOS 6.22 & other small changes

    I've made some changes for battle experience in MOS. Overall MOS has a very good EDU, but there are always some things for improvement. I made some changes that , in my opinion, enhance the experience and made it more realistic, closer to lore.
    There are several files attached to this post. All changes are modular. You can choose to install all of them or just files that you are interested in.

    1) Changes to export_descr_unit file:
    - Increased units defense skill ( about 40%), which leads to slightly longer, more realistic combat. Also units get somewhat better charge resistance.

    - Units stats preciously reflect unit descriptions and pictures, there some inconsistencies with original units stats.

    - Units movement speeds made consistent with race, armor and weapons.

    - Adjustments to terrain and heat bonuses

    - Armor costs upgrades made consistence with number of men in units and type of armor

    - Some units costs and sizes were adjusted ( some units for Isengard were increased , and Elves decreased in men)
    - Small adjustments made to missile units.

    2)In descr_projectile file I adjusted projectile accuracies, velocities. This file is balanced for use with my modified EDU.

    3) In descr_walls file changes were made to range and frequency of bolts and arrows fired from wall towers and gatehouses. Ranges/ accuracies were increased to equal foot archers and siege machines. For instance, tower balistas ranges were much shorter than field balistas, and many archers will easily out shoot arrows towers. It created situations were defenders didn't have any advantage fighting on walls.
    Also increased walls and gates strength. These changes give some advantage to settlements defenders.


    4) descr_missions updates missions rewards ( they were decreased). I personally think that rewards that give 2-3 elite units or 3000 fl are just too exesive.


    All these files/changes are Fully Save-game compatible with MOS6.21-6.22

    Thanks and credits to MOS team for the wonderful mod

    Installation:

    1) Download the attached files
    2) You can rename original files ( in the case if you'd want to try it out / go back to original files later)

    3) Paste files in to following location:
    SEGA\Medieval II Total War\mods\Third_Age_SP\data

    4) descr_walls file you will have to copy to following folders as well ( otherwise the changed file will be overwritten) :
    SEGA\Medieval II Total War\mods\Third_Age_SP\data\AIMisc1
    SEGA\Medieval II Total War\mods\Third_Age_SP\data\AIMisc2
    Last edited by rusnmat; October 02, 2011 at 10:38 AM.

  2. #2

    Default Re: Alternative units stats for MOS6.22 & other small changes

    Cool! Thanks

  3. #3

    Default Re: Alternative units stats for MOS 6.22 & other small changes

    I just added descr_walls & descr_missions files

  4. #4

    Default Re: Alternative units stats for MOS 6.22 & other small changes

    This is interesting in concept, especially the increase in the defense skill stat. This adds a tactical issue in battles, meaning one must take the relative endurance of units into much greater account. The endurance attribute, is another I have played with quite a bit, especially with regards to heavy cavalry, heavy cavalry had one large problem in real life, exhaustion of the mounts. The more lightly armed Islamic forces learned to use this to great benefit to themselves against the crusaders.

    Roman infantry especially in Northern Europe was resistant to being equipped with heavy metal armor such as the segmantata (might be a cost issue though). Germanic archery being far less effective than Parthian, Eastern Legions were usually much more heavily armored, in the reliefs(wealthier provinces though).

    There is some debate to the the amount of use of metal armor in Rome though, Vegetius describes it falling out of favor, but the archeological evidence seems to point the opposite direction.
    Last edited by muller227; September 30, 2011 at 04:16 PM.

  5. #5

    Default Re: Alternative units stats for MOS 6.22 & other small changes

    Good work

  6. #6

    Default Re: Alternative units stats for MOS 6.22 & other small changes

    I like the tweaks however it says that the Dismounted Dunedain are cheaper than Arnor infantry is it meant to be like this?

  7. #7

    Default Re: Alternative units stats for MOS 6.22 & other small changes

    Yes, because they are very few in numbers. Arnor infantry units are 57% larger, and even though per man Dismounted Dunedain cost extra 35% for somewhat better armor & skills, the total unit cost for DD is slightly cheaper

  8. #8

    Default Re: Alternative units stats for MOS 6.22 & other small changes

    Thx for reply I was just wandering, yeah makes sense keep up the good work

  9. #9

    Default Re: Alternative units stats for MOS 6.22 & other small changes

    BR Dunedain scores do not fit RC stats

    attack 7,4 with 22 delay
    Base attack in RC with a 2handed sword is 8 BR_Dunedain I would put them as exceptional like Black Numenoreans) +5, Dunedain +1, Elf or Dwarven steel +1

    Should be 15,8 attack delay 0 60 -45 exceptional, -15 Dunedain

    Defense they have no shield
    Armor looks like Heavy Mail with a bit of plate so 8 +1 Dunedain
    Defense skill is base 6 Exceptional +3, Dunedain +1, Armor +1 +40% increase +4
    9,15,0

    Unit size 32 for 80 on large

    Note the appendices about Dunedain of the North, waning of the Numenoreans was slower among them than other Numenoreans. They are also the Hardiest of living men (Grey Company) and able to withstand the assault of all Nine black riders at Sarn Ford in Daylight.(UT The Hunt for the Ring), The Knights of Dol Amroth can handle the Nazgul flying about, the Dunedain of the North can withstand Direct assault from them, so lock_morale seems in order for them as well. The Dunedain of the North are nothing but soldiers, no farmers no craftsmen nothing they are supported by Elves and hunting they are the reason Bree and the Shire even exist.

    The present scores make them the weakest 3rd tier infantry of any human faction and they are AOR on top of that. This is not a large issue for most players as they go with Arnor, I do not as I prefer the Eriador faction Lore wise and it does become an issue for such players. As the rest of Eriador infantry is pretty weak. I cost them out slightly higher than Black Numenoreans when I edit them.

    I mean no disrespect towards the work that has been done, it is fine work I just have a much different opinion of this unit. Both Bandits and Breeland Militia are pretty much fixed in this EDU.
    Last edited by muller227; October 01, 2011 at 04:59 PM.

  10. #10

    Default Re: Alternative units stats for MOS 6.22 & other small changes

    Thank you for letting me know, I just fixed this unit

  11. #11

    Default Re: Alternative units stats for MOS 6.22 & other small changes

    Hi rusnmat, are you looking to update this excellent addon for MOS 6.3? The lastest MOS seems to suffer still from a few unit imbalances, like Lossarnach Axemen having less defense skill than a simple Gondor Militia. Hope you can update the mod and keep up the great work!

  12. #12
    Trailhog250's Avatar Semisalis
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    Default Re: Alternative units stats for MOS 6.22 & other small changes

    Quote Originally Posted by GondorCaptain View Post
    Hi rusnmat, are you looking to update this excellent addon for MOS 6.3? The lastest MOS seems to suffer still from a few unit imbalances, like Lossarnach Axemen having less defense skill than a simple Gondor Militia. Hope you can update the mod and keep up the great work!

    I believe since it's a two-handed unit it is harder to wield and thus one's defense would not be as good compared to someone with a sword and shield instead. Regardless of skill, an Axe is much more cumbersome.

  13. #13

    Default Re: Alternative units stats for MOS 6.22 & other small changes

    is this compatible with 6.3?

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