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  1. #1

    Default Re: THP's Unit Balance thread

    Quote Originally Posted by Emrys View Post
    I never could win with the Scrubs.... Their play style is drastically different from mine. They annoy you to death and I work best with the Darknuts and Hylians. Heavy infantry all the way!
    Based on that, I'd recommend a playthrough or two with the Gorons, if you haven't tried them yet.

  2. #2
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: THP's Unit Balance thread

    All units for the Gerudo, save for Heroes and Mercs, are done

  3. #3
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: THP's Unit Balance thread

    Gorons are done.

    Looks like we're making some good progress, here.

  4. #4
    Emrys's Avatar Primicerius
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    Default Re: THP's Unit Balance thread

    how different are they? Are their Powder Keg launchers and bomb throwers still delightfully OP?

  5. #5
    Jakeford's Avatar Ducenarius
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    Default Re: THP's Unit Balance thread

    Hey THP I was just wondering if my army list came in handy at all? I just want to know if I contributed

  6. #6
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: THP's Unit Balance thread

    Quote Originally Posted by Emrys View Post
    how different are they? Are their Powder Keg launchers and bomb throwers still delightfully OP?
    I can't really say much on every faction right now, but depending on their eventual goal, they may or may not be different.

    The Hylians have some pretty good defense and pretty good attack, but they rely on cavalry to deal with faster infantry and missile units and crossbow men to cut down numbers before the enemy reaches the Hylian lines. Their units are generally more expensive, but pound for pound, they are slightly better than the average unit while still under the specialists of other nations. The Hylians can keep their generally low speed under wraps with supporting Mounted Recruits, and should they be engaged by stronger melee units (uncommon, but can happen), their discipline can keep them in the fight so that one could figure out how to deal with problems.

    The Gerudo, on the other hand, have very little armor, are rather loosely packed, and don't quite have the discipline that the Hylians have. They do possess, however, a faster movement speed (save for Knuckles), a higher diversity in ranged units (and since they use bows, they can produce more firepower than Hylian Crossbowmen), and a plethora of mounted units. The areas where they are weak can be covered by mobility and missile fire (along with some of their magic units).

    The Gorons are proving to be very strong; though not quite so much stronger than other factions as they do in vanilla Hyrule. Their Guardians, Berzerkers, and Dodongos are fast enough to deal with certain mounted and missile units (the only think that they don't seem to catch are the Gerudo Mounted Dune Archers, Mounted Scouts, and sometimes the Hylian Mounted Recruits) while Tribal Monks and Guardians (dual role!) can hold the line. Miners are effective at dealing with highly armored targets (Guardians and Berzerkers can reasonably deal with these threats, but they are more designed to hold the line and hit weak points in the enemy lines, respectively), and Bomb Throwers (on foot and the platform variety) are strong enough to punch enough holes in the enemy lines for your Berzerkers to roll in and bust some skulls.

    Ruby Guards and Fire Warriors are essentially slower, but more effective, Guardians and Berzerkers, respectively, with Mounted Fire Warriors sacrificing a little power for a bit more speed.

    Quote Originally Posted by Jakeford View Post
    Hey THP I was just wondering if my army list came in handy at all? I just want to know if I contributed
    Yes, it is coming quite handy in deciding what each faction should strive to be. Along with Neph's descriptions in each faction's development thread and Xebenkeck's post about Deku Tribe strategies, your post is helping immensely.

    But please, if anybody has ideas about how each faction should act and behave, do not be afraid to post them. I am not an expert in LoZ lore, so any help would be greatly appreciated.

  7. #7
    Jakeford's Avatar Ducenarius
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    Default Re: THP's Unit Balance thread

    Bump again. Making any progress?

  8. #8
    Jakeford's Avatar Ducenarius
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    Default Re: THP's Unit Balance thread

    Hello? Dump. I have made my own submod, but I am sure that this one will be considerably better. Have you been working on it?

    Also, I might as well add onto my list that I posted on this thread months earlier.

    Ancient Hylians-Ancient knights make great heavy infantry, wind tribe soldiers make good light infantry, the ancient archers and the ancient mages make very good ranges units, however they lack melee cavalry, army really isn't that diverse.

    NPC factions next.

    Zuna-Good light spearmen and pretty much the best crossbowmen (crossbowmen, not missile troops in general) in the game when it comes to ranged skill.

    Horon-Horon soldiers make decent line infantry while the mystics keep their moral up.

    Tokay-Soldiers are quick, but poorly armed and trained, limited combat experience, and they are stupid.

    Huskus-Soldiers are very good are ripping apart the enemies, but they are few in number.

    Subrosia-Ore nights are great heavy infantry, the rest of their units are just basic militias.

    Occa-Few in number but soldiers are very powerful because of their divine powers and their god like technology VASTLY superior to the other factions, even Labrynna, however they are few in number.

    Church of Majora-Can recruit units from any faction that worships him, majora's demons are scary and relatively powerful.

  9. #9
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    Default Re: THP's Unit Balance thread

    [QUOTE=Jakeford;13326828]
    Ancient Hylians-Ancient knights make great heavy infantry, wind tribe soldiers make good light infantry, the ancient archers and the ancient mages make very good ranges units, however they lack melee cavalry, army really isn't that diverse.[QUOTE]

    You forgot to add 'Loftwing Cavaliers'- OP as .

  10. #10

    Default Re: THP's Unit Balance thread

    Is it possible for you to give a file or have the stat's copy-able? I'm having a difficult time trying to apply them.

  11. #11
    Apani's Avatar Senator
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    Default Re: THP's Unit Balance thread

    You know what they say, give a man a fish and you feed him for a day. Give a man a scribbled scroll and you feed him for a lifetime.
    Let's try:
    Spoiler Alert, click show to read: 
    type Town Guards
    dictionary Town_Guards ; Italian Militia
    category infantry
    class spearmen
    voice_type Light
    banner faction main_none
    banner holy crusade
    soldier Town_Guards, 60, 0, 1
    officer hyl_flagman3
    mount_effect elephant -6, horse +4, camel +2
    attributes hide_forest, can_withdraw, free_upkeep_unit
    move_speed_mod 1.0
    formation 1.2, 1.2, 2.4, 2.4, 5, square
    stat_health 1, 0
    stat_pri 3, 2, no, 0, 0, melee, melee_blade, piercing, spear, 25, 0.6
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr light_spear, spear_bonus_4
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 8, 1, 2, metal
    ;stat_armour_ex 0, 4, 5, 7, 3, 6, 6, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 0, -1, 0, 0
    stat_mental 6, low, untrained
    stat_charge_dist 60
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 200, 75, 85, 65, 200, 4, 200
    armour_ug_levels 0
    ownership hylian, slave
    era 0 hylian, slave
    era 1 hylian, slave
    era 2 hylian, slave
    info_pic_dir hylian
    card_pic_dir hylian
    ;unit_info 7, 0, 9

    type Swordsmen Recruits
    dictionary Swordsmen_Recruits ; Swordsmen Militia
    category infantry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy crusade
    soldier Swordsmen_Recruits, 60, 0, 1
    officer hyl_flagman1
    mount_effect elephant -10
    attributes hide_forest, can_withdraw, free_upkeep_unit
    move_speed_mod 1.0
    formation 1.2, 1.2, 2.4, 2.4, 5, square
    stat_health 1, 0
    stat_pri 5, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 7, 6, 0, metal
    ;stat_armour_ex 5, 7, 0, 0, 7, 6, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 5
    stat_ground 0, -1, 0, 0
    stat_mental 9, normal, trained
    stat_charge_dist 60
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 250, 75, 75, 55, 250, 4, 250
    armour_ug_levels 0
    ownership hylian
    era 0 hylian
    era 1 hylian
    era 2 hylian
    info_pic_dir hylian
    card_pic_dir hylian
    ;unit_info 11, 0, 18

    type Marauders
    dictionary Marauders ; Dismounted Polish Knights
    category infantry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy crusade
    soldier Marauders, 60, 0, 1.2
    officer ger_flagman2
    mount_effect elephant -10
    attributes hide_forest can_withdraw
    move_speed_mod 1.1
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 4, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 0, 8, 0, flesh
    ;stat_armour_ex 8, 9, 0, 0, 8, 6, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 1, 0, -2
    stat_mental 9, low, trained
    stat_charge_dist 60
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 300, 75, 90, 70, 300, 4, 300
    armour_ug_levels 0
    ownership gerudo, slave
    era 0 gerudo, slave
    era 1 gerudo, slave
    era 2 gerudo, slave
    info_pic_dir gerudo
    card_pic_dir gerudo
    ;unit_info 13, 0, 22

    type Goron Guardians
    dictionary Goron_Guardians ; Dismounted Gothic Knights
    category infantry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy crusade
    soldier Goron_Guardians, 25, 0, 35.2
    attributes hide_forest, very_hardy, can_withdraw
    move_speed_mod 1.0
    formation 2.2, 2.2, 4.4, 4.4, 3, square
    stat_health 1, 0
    stat_pri 8, 1, no, 0, 0, melee, melee_blade, blunt, none, 25, 1.3
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 8, 5, 0, metal
    ;stat_armour_ex 10, 0, 0, 0, 4, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 1, 0, -1
    stat_mental 13, normal, trained
    stat_charge_dist 20
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 300, 75, 90, 70, 300, 4, 300
    armour_ug_levels 0
    ownership goron, majora
    era 0 goron, majora
    era 1 goron, majora
    era 2 goron, majora
    info_pic_dir goron
    card_pic_dir goron
    ;unit_info 14, 0, 14

    type Goron Berzerkers
    dictionary Goron_Berzerkers ; Dismounted Gothic Knights
    category infantry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy crusade
    soldier Goron_Berzerkers, 25, 0, 55.2
    attributes hide_forest, very_hardy, can_withdraw
    move_speed_mod 1.0
    formation 2.2, 2.2, 4.4, 4.4, 3, square
    stat_health 1, 0
    stat_pri 10, 1, no, 0, 0, melee, melee_blade, blunt, none, 25, 1.3
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 8, 2, 0, metal
    ;stat_armour_ex 10, 0, 0, 0, 4, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 1, 0, -1
    stat_mental 13, impetuous, trained, lock_morale
    stat_charge_dist 20
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 350, 75, 90, 70, 350, 4, 350
    armour_ug_levels 0
    ownership goron
    era 0 goron
    era 1 goron
    era 2 goron
    info_pic_dir goron
    card_pic_dir goron
    ;unit_info 14, 0, 14
    Last edited by Apani; October 26, 2013 at 11:40 AM.

  12. #12

    Default Re: THP's Unit Balance thread

    Quote Originally Posted by Apani View Post
    You know what they say, give a man a fish and you feed him for a day. Give a man a scribbled scroll and you feed him for a lifetime.
    Let's try:
    Spoiler Alert, click show to read: 
    type Town Guards
    dictionary Town_Guards ; Italian Militia
    category infantry
    class spearmen
    voice_type Light
    banner faction main_none
    banner holy crusade
    soldier Town_Guards, 60, 0, 1
    officer hyl_flagman3
    mount_effect elephant -6, horse +4, camel +2
    attributes hide_forest, can_withdraw, free_upkeep_unit
    move_speed_mod 1.0
    formation 1.2, 1.2, 2.4, 2.4, 5, square
    stat_health 1, 0
    stat_pri 3, 2, no, 0, 0, melee, melee_blade, piercing, spear, 25, 0.6
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr light_spear, spear_bonus_4
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 8, 1, 2, metal
    ;stat_armour_ex 0, 4, 5, 7, 3, 6, 6, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 0, -1, 0, 0
    stat_mental 6, low, untrained
    stat_charge_dist 60
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 200, 75, 85, 65, 200, 4, 200
    armour_ug_levels 0
    ownership hylian, slave
    era 0 hylian, slave
    era 1 hylian, slave
    era 2 hylian, slave
    info_pic_dir hylian
    card_pic_dir hylian
    ;unit_info 7, 0, 9

    type Swordsmen Recruits
    dictionary Swordsmen_Recruits ; Swordsmen Militia
    category infantry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy crusade
    soldier Swordsmen_Recruits, 60, 0, 1
    officer hyl_flagman1
    mount_effect elephant -10
    attributes hide_forest, can_withdraw, free_upkeep_unit
    move_speed_mod 1.0
    formation 1.2, 1.2, 2.4, 2.4, 5, square
    stat_health 1, 0
    stat_pri 5, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 7, 6, 0, metal
    ;stat_armour_ex 5, 7, 0, 0, 7, 6, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 5
    stat_ground 0, -1, 0, 0
    stat_mental 9, normal, trained
    stat_charge_dist 60
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 250, 75, 75, 55, 250, 4, 250
    armour_ug_levels 0
    ownership hylian
    era 0 hylian
    era 1 hylian
    era 2 hylian
    info_pic_dir hylian
    card_pic_dir hylian
    ;unit_info 11, 0, 18

    type Marauders
    dictionary Marauders ; Dismounted Polish Knights
    category infantry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy crusade
    soldier Marauders, 60, 0, 1.2
    officer ger_flagman2
    mount_effect elephant -10
    attributes hide_forest can_withdraw
    move_speed_mod 1.1
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 4, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 0, 8, 0, flesh
    ;stat_armour_ex 8, 9, 0, 0, 8, 6, 6, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 1, 0, -2
    stat_mental 9, low, trained
    stat_charge_dist 60
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 300, 75, 90, 70, 300, 4, 300
    armour_ug_levels 0
    ownership gerudo, slave
    era 0 gerudo, slave
    era 1 gerudo, slave
    era 2 gerudo, slave
    info_pic_dir gerudo
    card_pic_dir gerudo
    ;unit_info 13, 0, 22

    type Goron Guardians
    dictionary Goron_Guardians ; Dismounted Gothic Knights
    category infantry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy crusade
    soldier Goron_Guardians, 25, 0, 35.2
    attributes hide_forest, very_hardy, can_withdraw
    move_speed_mod 1.0
    formation 2.2, 2.2, 4.4, 4.4, 3, square
    stat_health 1, 0
    stat_pri 8, 1, no, 0, 0, melee, melee_blade, blunt, none, 25, 1.3
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 8, 5, 0, metal
    ;stat_armour_ex 10, 0, 0, 0, 4, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 1, 0, -1
    stat_mental 13, normal, trained
    stat_charge_dist 20
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 300, 75, 90, 70, 300, 4, 300
    armour_ug_levels 0
    ownership goron, majora
    era 0 goron, majora
    era 1 goron, majora
    era 2 goron, majora
    info_pic_dir goron
    card_pic_dir goron
    ;unit_info 14, 0, 14

    type Goron Berzerkers
    dictionary Goron_Berzerkers ; Dismounted Gothic Knights
    category infantry
    class light
    voice_type Heavy
    banner faction main_none
    banner holy crusade
    soldier Goron_Berzerkers, 25, 0, 55.2
    attributes hide_forest, very_hardy, can_withdraw
    move_speed_mod 1.0
    formation 2.2, 2.2, 4.4, 4.4, 3, square
    stat_health 1, 0
    stat_pri 10, 1, no, 0, 0, melee, melee_blade, blunt, none, 25, 1.3
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 8, 2, 0, metal
    ;stat_armour_ex 10, 0, 0, 0, 4, 0, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 1, 0, -1
    stat_mental 13, impetuous, trained, lock_morale
    stat_charge_dist 20
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 350, 75, 90, 70, 350, 4, 350
    armour_ug_levels 0
    ownership goron
    era 0 goron
    era 1 goron
    era 2 goron
    info_pic_dir goron
    card_pic_dir goron
    ;unit_info 14, 0, 14
    Thanks Apani, I've been trying to get them but failed (somewhat obvious).

  13. #13
    Apani's Avatar Senator
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    Default Re: THP's Unit Balance thread

    THP, in the case it's going to take much time to complete the rebalance, would you mind writing down the stats you have modified so far on the first post, so we can already benefit of an at least partial rebalance?

  14. #14
    Apani's Avatar Senator
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    Default Re: THP's Unit Balance thread

    Did you read any guide on internet? There's a mini tutorial at the start of export_descr_unit which should help, too.
    Anyway, I don't see much use in having only five units rebalanced, since they'll probably just be disadvantaged against other troops.
    So, since catechism taught me that everybody's contribuition is important in its unicity, I decided to try to rebalance units by myself, starting with Labrynna, my favourite faction. I must say that the hardest thing to do so far is to create a formula to decide attack and defense skill values, but I hope to get past it.

    Here I try:

    Labrynna Stats


    • Homeguards (Militia, Urban Militia, Light, Guard)
      • Attributes: hide_forest, can_withdraw, free_upkeep_unit
      • Move Speed: 0.9 (Large Round Shield -1)
      • Health: 1
      • Attack: 1 (Club +3, Militia -1, Guard -1)
        • Delay: 60 (Club +45, Militia +15)

      • Defense: 14
        • Armor: 4 (Light Mail)
        • Defense: 5 (Club +3, Light Mail +2, Militia -1, Guard +1)
        • Shield: 5 (Large Round)

      • Charge: 1 (Club +2, Militia -1)
      • Heat Penalty: 6 (Light Mail +3, Large Round Shield +2, Militia +1, Labrynnian 0).
      • Morale: 6 (Militia 7, Urban Militia -1)
      • Discipline: Low
      • Training: Untrained
      • Charge Distance: 6m
      • Terrain Stats: Scrub +1, Sand +1, Forest +1, Snow -1 (Light Infantry, Labrynnian)


    Last edited by Apani; November 02, 2013 at 02:46 PM.

  15. #15
    Apani's Avatar Senator
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    Default Re: THP's Unit Balance thread

    I've tried to rebalance again, this time following the Real Combat formula, they're not written in a pleasant way, but you can have a look:
    Spoiler Alert, click show to read: 

    Cannon Fodder
    Peasant, Infantry, Light, Rural Levy, No Armor, Fists, Unarmored, Large Round Shield, Reptilian
    Numbers: 60 (Rural Levy)
    Mass: 0.7 (No armor)
    Formations: 1.4, 1.4, 2.8, 2.8 (Infantry, Peasant)
    Health: 1, 0 (Foot, Peasant)
    Attack: 1, 0 (Fists 1, Peasant -3, Compensated from Delay +3)
    Delay: 150 (Fists +15, Peasant +45, Compensation to Attack +90)
    Defense: Skill 3 (Peasant -3, Conpensated from attack +3, agility +3) Shield 5 (Large Round)
    Heat Penalty: 0 (Reptile)
    Movement: 0.9 (Large Round Shield)
    Morale: 4 (Peasant 4, untrained -1, rural -1, brawler 2)
    Discipline: Low
    Training: Untrained
    Terrain: 0, 2, 1, -5 (Reptile Light)

    Borderguards
    Militia, Infantry, Missile, Urban Militia (City), Light Mail, Heavy Composite Crossbow, Fists, Labrynnian
    Numbers: 48 (Urban Militia City, Missile)
    Mass: 0.8 (Light Mail 0.9, Missile -0.1)
    Formation: 1.4, 1.4, 1.4, 1.4 (Foot Crossbow)
    Health: 1, 2 (Foot, Missile)
    Missile: 10 (HCC); Range: 135 (HCC, Militia -5); AP, Area Attack, 20 Bolts (HCC) Start_Not_Skirmishing (Missile)
    Melee: 1, 1 (Fists 1, Militia -1, Compensated from Defense +1)
    Delay: 30 (Fists 15, Militia +15)
    Defense: Armor 4 (Light Mail) Skill 0 (Militia -1, Agility 1, Light Mail 1, Compensation for low Melee -1)
    Heat Penalty: 3 (Heavy Composite Crossbow -1, Militia +1, Light Mail +3, Labrynnian 0)
    Morale: 3 (Militia 7, untrained -1, Missile -2, Local -1)
    Discipline: Low (Urban Militia -, Missile -)
    Training: Untrained (Local -)
    Terrain: 0, -1, 1, -2 (Labrynnian Medium)

    Homeguards
    Militia, Infantry, Light, Urban Militia (City), Light Mail, Club, Large Round Shield, Guard, Labrynnian
    Numbers: 60 (Urban Militia City, Infantry)
    Mass: 1.35 (Light Mail 0.9, Polearm X1.5)
    Formation: 1.2, 1.0, 2.4, 2.0 (Militia, Infantry)
    Health: 1, 1 (Foot)
    Attack: 1, 1 (Club 3, 2, Militia -1, 1, Guard -1)
    Delay: 60 (Club 45, Militia 15)
    Defense: Armor 4 (Light Mail) Skill 5 (Club 3, Militia -1, Agility 1, Light Mail 1, Guard 1) Shield 5 (Large Round)
    Heat: 6 (Militia +1, Light Mail +2, Large Round Shield +3, Labrynnian 0)
    Movement: 0.9 (Large Round Shield)
    Morale: 7 (Militia 7, untrained -1, urban militia -1, Brawler 2)
    Discipline: Normal (Militia -, Melee, Guard +)
    Training: Untrained (Urban Militia -)
    Terrain: 0, -1, 1, -2 (Labrynnian, Medium)

    Pioneers
    Average, Infantry, Spearmen, Early Pro, No armor, Average, Improvised "Farm" Tool, Labrynnian
    Numbers: 60 (Early Pro, Spearmen)
    Mass: 1.05 (No armor 0.7, Polearm X1.5)
    Formation: 1.0, 1.0, 2.0, 2.0 (Average, Spearman)
    Health: 1, 1
    Attack: 4, 4 (IFT)
    Attributes: AP, mount_effect +2
    Delay: 105 (IFT)
    Defense Skill: 7 (ITF 4, Agility 3)
    Heat: 2 (IFT 2)
    Morale: 9 (Average 9, Early Pro -1, Lancer 0)
    Discipline: Normal (Average, Melee)
    Training: Trained (Early Pro)
    Terrain: 1, 0, 2, -1 (Labrynnian, Light)

    Pathfinders
    Superior, Infantry, Light, Early Pro, Buff Coat, Light Crossbow, Knife
    Numbers: 48 (Early Pro)
    Mass: 0.9 (Buff Coat 0.9)
    Formation: 1.2, 1.0, 2.4, 2.0 (Superior, Infantry)
    Health: 1, 1
    Missile: 7 (LC); Range: 115 (LC 110, Superior +5); AP, Area Attack, 30 Bolts (LC), start_not_skirmishing, hardy
    Melee: 3, 2 (Knife 1, 1, Superior +1, +1, Compensating Delay +1) 0.3 x-radius
    Delay: 0 (Knife 0, Superior -15, Compensated by attack +15)
    Defense: Armor 5 (Buff Coat) Defense 3 (Knife 1, Superior +2, Agility +1)
    Heat : 0 (LC -2, Knife -1, Superior -1, Buff Coat +3, Labrynnian 0, Compensation from movement 1)
    Movement: 1.1 (Compensating Low Heat 0.1)
    Morale: 14 (Superior 12, Brawler +2)
    Discipline: Disciplined (Superior +, Melee +)
    Training: Trained (Early Pro)
    Terrain: 0, -1, 1, -2 (Labrynnian, Medium)

    Knights of Ambi
    Elite, Infantry, Heavy, Late Pro, Renaissance 3Q Plate, Long Sword 1H, Large Round Shield
    Numbers: 60 (Late Pro, Infantry)
    Mass: 1.1 (3Q 1.1)
    Formations: 1.2, 1.0, 2.4, 2.0 (Elite, Infantry)
    Health: 1, 1
    Attack: 9, 4 (Long Sword 5, 3, Elite Late Professional 1, Elite 3, 1)
    Delay: 15 (Long Sword 45, Elite -30)
    Defense: Armor 12 (3Q 11, Elite Late Pro 1) Skill 8 (Long Sword 5, Elite 3) Shield 5
    Heat: 5 (Elite -2, 3Q 5, Large Round Shield 2, Labrynnian 0)
    Movement: 0.9 (Large Round Shield)
    Morale: 17 (Elite 14, Highly Trained 1, Brawler 2)
    Discipline: Disciplined (Elite, Melee)
    Training: Highly Trained (Late Pro)
    Terrain: 0, -1, 1, -2 (Labrynnian, Medium)

    Palace Watch
    Elite, Infantry, Spearmen, Late Pro, Renaissance 3Q Plate, Voulge (Phalanx), Large Round Shield, Guard
    Numbers: 80 (Late Pro, Infantry)
    Mass: 1.65 (3Q 1.1, Polearm X1.5)
    Formations: 1.2, 1.2, 2.4, 2.4 (Phalanx Polearm)
    Health: 1, 1
    Attack: 9, 6 (Voulge 6, 5, Elite Late Pro 1, Elite 3, 1, Guard -1) Attr: AP, Light_Spear, Mount_effect +2, Shield Wall
    Delay: 75 (Voulge 105, Elite -30)
    Defense: Armor 12 (3Q 11, Elite Late Pro 1) Defense 10 (Voulge Phx 6, Elite 3, Guard 1) Shield 5
    Heat: 7 (Voulge 2, Elite -2, 3Q 5, Large Round Shield 2)
    Movement: 0.9 (Large Round Shield)
    Morale: 15 (Elite 14, Highly Trained 1, Lancer 0)
    Discipline: Disciplined
    Training: Highly Trained
    Terrain: 0, -1, 1, -2 (Labrynnian, Medium)

    Palace Watch (Gen)
    Elite, Infantry, Spearmen, Late Pro, Renaissance 3Q Plate, Voulge (Phalanx), Large Round Shield, Bodyguard
    Numbers: 20 (Bodyguard, Infantry)
    Mass: 1.65 (3Q 1.1, Polearm X1.5)
    Formations: 1.2, 1.2, 2.4, 2.4 (Phalanx Polearm)
    Health: 1, 1
    Attack: 8, 6 (Voulge 6, 5, Elite Late Pro 1, Elite 3, 1, Guard -2) Attr: AP, Light_Spear, Mount_effect +2, Shield Wall
    Delay: 75 (Voulge 105, Elite -30)
    Defense: Armor 12 (3Q 11, Elite Late Pro 1) Defense 11 (Voulge Phx 6, Elite 3, Bodyguard 2) Shield 5
    Heat: 7 (Voulge 2, Elite -2, 3Q 5, Large Round Shield 2)
    Movement: 0.9 (Large Round Shield)
    Morale: 15 (Elite 14, Highly Trained 1, Lancer 0)
    Discipline: Disciplined
    Training: Highly Trained
    Terrain: 0, -1, 1, -2 (Labrynnian Medium)

    Gunners
    Elite, Infantry, Missile, Late Pro, No Armor, Arquebus (Club)
    Numbers: 60 (Late Pro, Missile)
    Mass: 0.6 (No Armor 0.7, Missile -0.1)
    Formations: 1.2, 1.2, 2.4, 2.4 (Elite, Missile)
    Health: 1, 2 (Foot 1, Missile 1)
    Missile: 19 (Arquebus 18, Late Pro Elite 1) Range 110 (Arquebus 100, Elite 10) AP, Area Attack, 12 bullets
    Melee: 7, 3 (Club 3, 2, 1H No shield +1, Elite 3, 1)
    Defense: Armor 1 (Late Pro Elite 1) Defense 9 (Club 3, Elite 3, Agility 3)
    Delay: 0 (Club 45, 1H No Shield -15, Elite -30)
    Heat: -4 (Arquebus -2, Elite -2, Labrynnian 0, Compensated from Movement +4)
    Movement: 1.4 (Compensating Low Heat 0.4)
    Morale: 13 (Elite 14, Highly trained 1, Missile -2)
    Disciplined: Disciplined
    Training: Highly Trained
    Terrain: 1, 0, 2, -1 (Labrynnian Light)

    Tokay Slaves
    Peasant, Infantry, Spearmen, Rural Levy, No Armor, Voulge, Large Shield
    Numbers: 60 (Rural Levy)
    Mass: 1.05 (No Armor 0.7, Polearm X1.5)
    Formation: 1.4, 1.4, 2.8, 2.8 (Peasant Spearman)
    Health: 1, 0
    Attack: 3, 4 (Voulge 6, 5, Peasant -3, -1) Attr: AP, mount_effect +6
    Delay: 150 (Voulge 105, Peasant 45)
    Defense: Defense: 4 (Voulge 4, Peasant -3, Agility 3) Shield 5
    Heat: 0 (Reptile 0)
    Movement: 0.9 (Large Round Shield)
    Morale: 2 (Peasant 4, Untrained -1, Rural -1, Lancer 0)
    Discipline: Low
    Training: Untrained
    Terrain: 0, 2, 1, -5 (Reptile Light)

    Ordonian Farmers
    Peasant, Infantry, Light, Rural Levy, Improvised Farm Tool
    Numbers: 80 (Rural Levy)
    Mass: 1.05 (No armor 0.7, Polearm X1.5)
    Formations: 1.4, 1.4, 2.8, 2.8 (Peasant, Infantry)
    Health: 1, 0 (Foot, Peasant)
    Attack: 1, 3 (Improvised Farm Tool 4, 4, Peasant -3, -1); AP, mount effect +2
    Delay: 150 (IFT 105, Peasant 45)
    Defense skill: 4 (IFT 4, Peasant -3, Agility +3)
    Heat: 8 (HFT + 2, Peasant +3, Ordonian + 3)
    Morale: 4 (Peasant 4, Untrained -1, Rural Levy -1, Brawler 2)
    Discipline: Low (Militia, Melee)
    Training: Untrained (Rural Levy)
    Terrain: 1, -1, 3, 2 (Ordonian, Light Infantry)

    Farmer Archers
    Peasant, Infantry, Missile, Rural Levy, No armor, Longbow, Knife
    Numbers: 48 (Rural Levy, Missile)
    Mass: 0.6 (No armor 0.7, missile -0.1)
    Formation: 1.2, 1.2, 2.4, 2.4 (Peasant, Missile)
    Health: 1, 1 (Missile Unit +1, Peasant -1)
    Missile: 3 (Longbow 4, Peasant -1) Range 150 (Longbow 180, Peasant -30) Area Attack, 30 arrows
    Melee: 1, 0 (Knives 1, Peasant -3, Compensating Defense -2, Compensated from Delay +5) X-Radius 0.3
    Delay: 120 (Knives 0, Peasant 45, Compensating Attack 75)
    Defense: 3 (Knife 1, Peasant -3, Compensated from attack +2, Agility 3)
    Heat Penalty: 5 (Peasant 3, Ordonian 3, Knife -1)
    Morale: 0 (Peasant 4, Rural -1, Missile -2, Untrained -1)
    Discipline: Low
    Training: Untrained
    Terrain: 1, -1, 3, 2 (Ordonian, Light Intrantry)

    Mounted Farmer Archers
    Peasant, Cavalry, Missile, Locals, No Armor, Ordonian Pony, Long Bow, Knife
    Numbers: 24 (Rural Levy, Cavalry)
    Mass: 0.6 (No armor 0.7, Missile unit -0.1) 1.5 (Ordonian Pony)
    Formation: 2, 4.4, 3, 6 (Horse, Other)
    Health: 1, 2 (Mounted 2, Missile 1, Peasant -1)
    Missile: 2 (Long Bow 3, Peasant -1) Range 130 (Long Bow 160, Peasant -30) Area Attack, 45 Arrows
    Attack: 1, 0 (Knife 1, 2, Peasant -1, -5, compensating Defense -2, Compensated from Delay 3) X-Radius 0.3
    Delay: 105 (Knife 15, Peasant 45, Compensating Attack 45)
    Defense: 3 (Knife 1, Peasant -3, Compensated from attack +2, Agility 3)
    Heat: 5 (Knife -1, Peasant 3, Ordonian 3)
    Charge distance: 20m
    Morale: 1 (Peasant 4, local -1, Mounted +1, Missile -2, Untrained -1)
    Discipline: Low
    Training: untrained
    Terrain: 0, -1, -2, 2

    Ordona Militiamen
    Peasant Militia, Infantry, Light, Urban Militia (Village), Gambeson, Heater Shield, Arming Sword
    Numbers: 48 (Urban Militia Village)
    Mass: 0.85 (Gambeson 0.8, Heater Shield 0.05)
    Formations: 1.4, 1.2, 2.8, 2.4 (Peasant Militia, Infantry)
    Health: 1, 0 (Peasant Militia)
    Attack: 2, 2 (Arming Sword 4, 3, Peasant Militia -2, -1)
    Delay: 60 (Arming Sword 30, Peasant Militia 30)
    Defense: Armor 2 (Gambeson) Defense: 7 (Arming Sword 5, Peasant Militia -2, Gambeson 1, Agility 2, Heater 1) Shield 3 (Heater)
    Heat: 5 (Arming Sword 0, Peasant Militia +2, Gambeson +2, Heater +1)
    Morale: 5 (Peasant Militia 5, Urban Militia -1, Untrained -1, Brawler 2)
    Discipline: Low (Militia, Melee)
    Training: Untrained (Urban Militia)
    Terrain: 1, -1, 3, 2 (Ordonian, Light Infantry)

    Ordonian Horsemen
    Elite, Cavalry, Light, Locals, Gambeson, Arming Sword, Ordonian Pony
    Numbers: 32 (Locals, Cavalry)
    Mass: 0.85 (Gambeson 0.8, Heater Shield 0.05) 1.5 (Ordonian Pony)
    Formation: 2, 4.4, 3, 6 (Light)
    Health: 1, 2 (Cavalry)
    Attr: Can Formed Charge, Frighten foot (Elite), hardy
    Attack: 9, 6 (Arming Sword 4, 5, Elite +5, +1)
    Delay: 15 (Arming Sword 45, Elite -30)
    Defense: Armor 2 (Gambeson) Skill 8 (Arming Sword 5, Gambeson 1, Agility 2) Shield 3 (Heater Shield)
    Heat: +4 (Ordonian Pony 0, Elite -2, Gambeson +2, Heater Shield +1, Ordonian +3)
    Charge distance: 20m
    Morale: 14 (Elite 14, Local -1, Mounted +1)
    Discipline: Disciplined (Melee, Elite)
    Training: Highly Trained
    Terrain: 0, -1, -2, 2 (Ordonian, Light Cavalry)

    Lumberjacks
    Average, Infantry, Heavy, Local, Gambeson, 2H Axe
    Numbers: 60 (Local Infantry)
    Mass: 1 (Gambeson 0.8, 2H Axe X1.25)
    Formation: 1.4, 1.0, 2.8, 2.0 (Average Infantry, 2H)
    Health: 1, 1
    Attack: 6, 4 (Axe 7, 4, Rustic -1) AP, mount_effect +1
    Delay: 105 (Axe 90, Rustic 15)
    Defense: Armor 2 (Gambeson 2) Defense 7 (Axe 4, Gambeson 1, Agility 2)
    Heat: 7 (Axe 2, Gambeson 2, Ordonian 3)
    Morale: 10 (Average 9, Local -1, Brawler 2)
    Discipline: Low (Average, Melee)
    Training: Trained
    Terrain: 1, -1, 4, 2 (Ordonian, Light, Woodsmen)

    Rangers
    Superior, Infantry, Missile, Locals, Leather, Longbow, Arming sword
    Numbers: 60 (Local, Missile)
    Mass: 0.8 (Leather 0.8)
    Formation: 1.2, 1.2, 2.4, 2.4 (Superior, Missile)
    Health: 1, 1
    Missile: 5 (Longbow 4, superior 1) Range: 190 (Longbow 180, superior 10) Start_Not_Skirmishing, area attack, 30 arrows
    Melee: 6, 4 (Arming Sword 4, 3, 1H Melee No Shield 1, Superior 1, 1)
    Delay: 0 (Arming Sword 30, 1H Melee No Shield -15, Superior -15)
    Defense: Armor 2 (Leather 2) Defense 9 (Arming Sword 5, Superior 2, Agility 2)
    Heat: 3 (Superior -1, Leather 1, Ordonian 3)
    Morale: 11 (Superior 12, Local -1)
    Discipline: Normal
    Training: Trained
    Terrain: 1, -1, 3, 2 (Ordonian, Light Infantry)

    Goat Lords
    Elite, Cavalry, Heavy, Locals, Leather Lamellar, Cataphract Goat, Arming Sword, Heater Shield
    Numbers: 24 (Locals, Cavalry)
    Mass: 0.85 (LL 0.8, heater shield 0.05) 4.25 (Capaphract Goat)
    Formation: 1.5, 4.4, 2.5, 6 (Heavy Charge Cav)
    Health: 2, 3 (Goat 2, Heavy Cav 3)
    Attr: frighten_foot, can_formed_charge, can_run_amok
    Attack: 9, 20 (Cataphract Goat 0, -1, Arming Sword 4, 5, Elite 5, 1, Goat Horns 0, 15)
    Delay: 15 (Arming Sword 45, Elite -30)
    Defense: Armor 10 (Cataphract Goat 7, LL 3) Defense 7 (Arming Sword 5, Agility 2) Shield 3 (Heater)
    Heat: 10 (Cataphract Goat 6, Elite -2, Heat 2, Heater 1, Ordonian 3)
    Morale: 16 (Elite 14, Highly Trained 1, Local -1, Mounted 1, Charger 1)
    Discipline: Impetuous
    Training: Highly Trained
    Terrain: 0, -1, -2, 2 (Ordonian, Light Cavalry)
    Last edited by Apani; November 06, 2013 at 02:54 PM.

  16. #16

    Default Re: THP's Unit Balance thread

    That guide looks mighty interesting. I'll take a look at it and see what I can do with it.

  17. #17
    Apani's Avatar Senator
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    Default Re: THP's Unit Balance thread

    Good news (for me, at least): I've almost partially completed (note the expression) Ordonian and Labrynnian roosters. My practical tests reveal this: Labrynnian are usually advantaged in direct foot battles (Cannon Fodder vs Farmers, Homeguards vs Militiamen...) thanks to professional training and better equipment (a bullseye shield is still a shield), whereas Horsemen manage to steamroll entire light units in one charge but will be arrested by the heavy Knights of Ambi and the Palace Watch. Goat Lords can throw into the air Knights of Ambi as well and can break Palace Watch after repeated charges, but are vulnerable in a prolonged fight (Goats are cataphracts, but their riders wear leather). On the missile area, farmer archers mounted and dismounted are uneffective against even the lightest units, who still wear metal armors or shield. Rangers on other hand can shoot lethal arrows, run away (note: I removed their speed bonus due to how heavily armed they are, but they can still outrun units with shields) and finish the last enemies in melee, but they cannot break a shield wall of Palace Watch marching against them. Pathfinders are faster, hardier and better armored, but they're inferior to Rangers in both melee and ranged combat (Light Crossbow vs Longbow, Knife vs Sword). Gunners are now way stronger, both in melee and ranged, mainly thanks to their elite training (giving the guns the same melee properties of a club didn't hurt either), and are very fast runners to compensate their lack of armor, but their need for a direct line of sight means they can easily get oneshot by cavalry. They can beat Rangers and drive a force of Goat Lords into panicking if they're lucky, but they'll be trampled to death in one second if they're not. Actually, every Labrynnian missile unit is either forced to shoot in a weak trajectory from the backs of melee soldiers / cannon fodder or be exposed to deadly cavalry charges when they're present. Too bad nobody thought of giving guns or crossbows to Tokay. Economically, I picture Labrynnian units as way more expensive (chainmals, large shields, crossbows) whereas Ordonians can quickly raise peasant armies equipped with tools of everyday life (Hunting bows, Wood axes), but the country will feel the lack of workforce if too many are kept standing. The cavalry and Rangers are either slow to train or replenish, since people who have spent their whole lives riding or scouting don't pass by everyday, whereas there are more citiziens who can be taught to use Guns, Swords or Weird Poleblades (I listed them as Voulges) proficiently.

  18. #18

  19. #19
    Apani's Avatar Senator
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    Default Re: THP's Unit Balance thread

    Thanks a lot, that'll be very useful.
    I've tried to come up with racial boni for Tokays and reorganize them according to the WIP version:
    Spoiler Alert, click show to read: 

    Cannon Fodder
    Peasant, Infantry, Light, Locals, Unarmored, Fists, Reckless, Large Round Shield, Reptilians, Tokay Island
    Numbers: 60 (Local Infantry)
    Mass: 0.6 (Unarmored 0.6, Peasant 0)
    Formation: 1.4, 1.4, 2.8, 2.8 (Peasant, Infantry)
    Health: 1, 0 (Infantry 1, Peasant -1)
    Attack: 3, 0 (Fists 1, 0, Peasant -3, -1, Compensating Defense -3, Compensated from Delay 6, Reckless 2) 0.25 x-radius
    Delay: 150 (Fists 15, Peasant 45, Compensating Attack 90)
    Defense: Skill 1 (Peasant -3, Compensated from Attack 3, Reckless -2, Agility 3) Shield 3 (Large Round 4, Peasant Local -1)
    Heat: 0 (Peasant 3, Large Round Shield 2, Tokay Island -1, Compensated from Terrain -4)
    Movement: Animation Fast, Mod 0.9 (Fast 1, Large Round Shield -0.1)
    Morale: 3 (Peasant 4, Untrained -1, Local -1, Reckless 1
    Discipline: Low
    Training: Untrained
    Terrain: 1, 3, 1, -7 (Tokay Island (Equals to Turkey/Kwarezm) 1, 1, 1, -1, Reptiles 0, 2, 0, -2, Compensating Heat 0, 0, 0, -4)

    Shortly, Reptiles have all heat penalties set to zero, get a +2 desert bonus and a -2 snow malus and an additional snow penalty equal to the heat penalty removed.
    Last edited by Apani; November 07, 2013 at 10:00 AM.

  20. #20

    Default Re: THP's Unit Balance thread

    A unit that gave major grief to me with little logical purpose whenever I played Gorons was running into a Zora army, slaughtering them to the last man and seeing that the very last unit I had to face is the invincible-to-melee Mage Spire. Essentially it is 3 Zora mages strapped to an armored crystal to project shockwaves. Everytime I surround this unit 1 or 2 hours later my entire army gets decimated because my ranged units do not have the ammunition or the real necessity to be in my troop composition. At the point that 10-11 units of goron guardians or miners are swarming this one tower doesn't it make sense that they could kill the mages or pry apart the golden armor from the crystal?

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