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  1. #1
    Civitate
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    Default Unit speeds!

    After playing the Excelent beta for a few mins, my battle opportunity came. It was a seige battle, the enemy attpemted to sally forth and lift the seige. I out numbered them by 2 to 1, an easy battle i thought. So i line my troops up, but then i notice something.
    The unit speeds are the same as vanilla! Argh, the enemy archers moved way too fast, and within 5 seconds went from a 160 man unit to a 16 man unit, it was far too easy. The enemy infintry came storming out of the castle, but before they could reach my line about 80% of them had died in a single volley, then they routed, and then another volley by my cav finished them off. The enemy cav unit was in the side gate at the start of the battle, but after about 10 seconds it was right up against my line! Its a shame that a few volleys from my arhcers and gens cav finished them off before they could release a volley.

    Will the final version use Vannila unit speeds?
    Under the patronage of Rhah and brother of eventhorizen.

  2. #2

    Default Re: Unit speeds!

    May i ask which faction you were playing as?

    and im guessing you were fighting the placeholders. I can explain the reason for the missile victory without unit speeds.

    Im guessing you were an eastern faction because of the archers, the eastern factions have good focus on archery and thus are quite dangerous with missile troops. But this in itself is not the only reason you rinsed the enemy, the placeholder units are generally balanced weakly. We used a very effective stats balancing system that utilises armour values very well. The placeholders barely wear any armour and are thus very vulnerable to your missile troops.

    So a combination of your strong archers and their weak protection means archery is very important. Firstly this is nice as eventually the archery skirmishes between fully finished eastern factions will be very important in the actual release. Secondly it lets the finished factions expand with an advantage as the AI so you get to fight them rather than the placeholders, however this can get rather unpredictable.

    About unit speeds, in our 1.2 we had modified the unit speeds and i am certain they will be changed again for the next release.

  3. #3

    Default Re: Unit speeds!

    Concerning unit speeds (not killing speed, I did not test that out), I have to agree with Shaun. We should reduce unit speeds dramatically, some units are almost flying over the battlemap! This is not realistic and I definetly want a change towards unit speeds like EB or RTR.

    I did not bring that up earlier as I did no want to delay the 1,5 beta. But for the "Gold" version, it is a must.
    Last edited by FliegerAD; June 09, 2006 at 07:34 AM.
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  4. #4
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    Default Re: Unit speeds!

    I was playing as the Persians, which did have historically excelent archers i know, but in this battlethere was no melee contact. And i was fighting the placeholders. But as long as the unit and killing speeds are reduced dramatically for the final version im happy.
    Under the patronage of Rhah and brother of eventhorizen.

  5. #5
    The Mongol's Avatar Primicerius
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    Default Re: Unit speeds!

    I haven't played this much because I haven't had a chance but the one match I did play I was the Pandyans (sp?) against the, erghh, they have an golden eagle like thing on a purple background, playable in Imperial Campaign.

    Anyways, I was playing a custom battle and as soon as my army got in contact within 10 seconds they were routing, I charged a set of elephants into about 4 groups of their swordsmen and they didn't budge at all. I even had 4 sets of archers shooting fire arrows. I thought one of the units were swordsmen but turned out to be archers so I only had 2 swordsmen in my entire army and an excess amount of spearmen if that has to do with anything. I'll play some more today though, can't wait for the next versions with more factions.

  6. #6

    Default Re: Unit speeds!

    Uhm, played some custom battles after reading your post, and i have to disagree, it's good as it is now. And i do think you're greatly exaggerating becouse not even 5 units of elite persian archers could rout 1 unit of placeholder falxmen in 1 volley for me.. with or without fire arrows.

    And uh, i have to disagree with flieger aswell heh.. havent noticed any unit that moves way to fast.

    PS: omg this mod pwns! or uh, will pwn need more units! i can't wait want them now now now..(i am allowed to dream right? ^.^) Keep up the good work guys *goes to count the seconds until the next release*

  7. #7
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    Default Re: Unit speeds!

    Quote Originally Posted by MegaScorpion
    Uhm, played some custom battles after reading your post, and i have to disagree, it's good as it is now. And i do think you're greatly exaggerating becouse not even 5 units of elite persian archers could rout 1 unit of placeholder falxmen in 1 volley for me.. with or without fire arrows.

    And uh, i have to disagree with flieger aswell heh.. havent noticed any unit that moves way to fast.
    Well I am used to the more realistic mods like RTR, IBFD and EB and such, and they all have much slower and realistic unit speeds and kill rates. If ROP is to be a realistic mod, then it must too have realsitic unit speeds.
    Under the patronage of Rhah and brother of eventhorizen.

  8. #8
    The Mongol's Avatar Primicerius
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    Default Re: Unit speeds!

    Like I said, I've only tried one game so far. I'll go and try it out again, my unit size was on large too, forgot to change it to huge. But I can assure you that happened the last game I played.. we'll see this time, gonna go play a game.

  9. #9

    Default Re: Unit speeds!

    Heh, the only other mod i play(have tested others but din like 'em that much) is EB so.. And i can't see that much a difference *shrugs* i really really like EB too so gona have to run and compare now, so i can see for myself heh.

    uh, and wich unit size were you using? I'm always using huge so that might be why it's slower for me but i duno, never really tried the others heh

    might be a slight misunderstanding though, do you want everything to be slower. or do you want everything to be slower and archers a lot less useful?

    Becouse i could agree that everything should be a bit slower, i was more comparing to the other units in the mod
    Last edited by MegaScorpion; June 09, 2006 at 09:29 AM.

  10. #10
    Zenith Darksea's Avatar Ορθοδοξία ή θάνατος!
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    Default Re: Unit speeds!

    Bear in mind here that this is an early beta!

  11. #11

    Default Re: Unit speeds!

    I think unit speed is very well. RTR if far to slow. imagine men are walking on the battlefield like turists or somthing. Stupid.

  12. #12
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    Default Re: Unit speeds!

    Quote Originally Posted by Rex Invictus
    I think unit speed is very well. RTR if far to slow. imagine men are walking on the battlefield like turists or somthing. Stupid.
    No, in RTW they walked at something like 15mph . In RTR, the unit speeds are realistic, hence the name Rome Total Realism.
    Under the patronage of Rhah and brother of eventhorizen.

  13. #13

    Default Re: Unit speeds!

    i think in rtw they are walking normaly it looks only so becose the landscape is too small. beside that it is not only walking but turning around or changing formation.

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