Last edited by DaVinci; October 26, 2013 at 04:17 PM. Reason: File or text update
#Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
#"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
#"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
#My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
#End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.
All these make sense. Good one.
Post changed ... as for the long changelog in 1st post, changelog moved to this post.
The changelog is also part of the readme (content of the download file).
Changelog
Spoiler Alert, click show to read:
Last edited by DaVinci; May 06, 2013 at 03:11 PM.
#Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
#"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
#"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
#My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
#End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.
Update 1.1 uploaded, see 1st post.
#Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
#"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
#"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
#My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
#End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.
... and already v1.2 uploaded, 1st post. Now campaign and battle plays out pretty different to TATW 3.2 vanilla.
Last edited by DaVinci; August 07, 2012 at 10:40 PM.
#Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
#"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
#"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
#My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
#End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.
Updated to v1.3 (again significant changes).
#Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
#"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
#"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
#My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
#End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.
All units have 2 and more hitpoints?I think this is a wrong direction except some creatures as well as eldar units which should be very few in battalion but with 2 hitpoins.
All units have 2 hp, except creatures which have more as they did have already in TATW vanilla (perhaps i give the one or other creature still another hp addition in a next update). It's what's needed for TATW's vanilla combat model vs its superquick battles, where complete units are destroyed in seconds, and this is unrealistic (and also no fun for me). The increased hp's make up for a long time-consuming/detailed new combat model, ie. decreased attack values (what i did already for the normal range weapons prior to this hp change) and/or increased armour/shield/def skill values ... i have no time for that much edu-fiddling anymore. Battles are here now (with the simple hp approach) far more realistic and far more thrilling
Btw., if somebody wants this TATW Realism+ mod, but not the hp-combat-model, it needs a minute to put it back to 1 hp basis (ie. with Notepad++, replace-function).
Last edited by DaVinci; August 09, 2012 at 01:48 AM.
#Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
#"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
#"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
#My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
#End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.
DaVinci I am a fun of your work at Shogun II Realism,and I really will be very,very happy to see it working with Fall of samurai,but changes should be just in Shogun II Vanila,not ROTS,FOTS,but in Third Age units destroyed in seconds is normal if you use light infantry against cavalry,to change that you should use everyone right as well there should be battles between huge stacks,and for that each faction should have huge armies from start,depending on faction Mordor 15000,Elves 3000...but decreasing attack is good idea,but better will be a system of increasing shield value-iron large shield to 7-8,plate armor 10,light mail 5,hevy mail 8,maybe this are realistic changes,as well as orc battalions should have 251 men,human battalions 121-151,Elves 81-101,Cavalry half of infantry battalions but with strong charge and quite expensive,and about changes to recruiting tree,for example special buildings to increse tehnology level of settlement,and special buildings to grow up horses,special smiths to make advanced armor,buildings which make posible to recruit most of units of conquered faction if they are same culture-Northmen,Elves,Dunedain,Evil Men,what about such a mod for TA,I am week with scripting events and making models,in rest stats and buildings-I can help
Last edited by son of romans; August 09, 2012 at 07:20 AM.
Thanks for thoughts. Imo. most of the things you mention are already there. Exception is an AoR system which would add flavour and also probably normal realism but probably not lore-realism, and not necessarily would increase the challenge if you can recruit local troops in foreign realms pretty fast. As for a remake of the whole battle model etc., really not necessary, the TATW vanilla battle model combined with my changes provide a proper combat gameplay.
Did you play the recent version 1.3?
Battles play out "correctly" now, so to say - you can still destroy light units in quite short time, but just not in seconds as in TATW vanilla.
Campaign-wise, the gameplay is much improved regarding pure gameplay things with some realism background, and especially to reflect the lore better regarding the evil side, majorily meant Mordor now grows its power from on first turns, as well as Harad stands better now vs. Gondor and is able to regain regions if they lost something of their conquests south of the original gondorian main realm, and they enter gondorian main regions as well to aid Mordor, while Gondor is able to hold out quite good, ie. looses not their main line region south-east borders and still stands in West-Osgiliath ... while the Eriador&Elven alliance fights back vs. Isengard's expansion and with this helps Rohan to survive. Middle-Earth else: Dwarvens, Dale, Silver Elves vs. Orcs (and Mordor) and Rhun are in back and forth war aka quite on pari with no side gets a clear upperhand. (This is a situation from v1.3 at turns 70 - 90, playing Eriador on M/M).
I read from your posts that you are an Elven player, i'm an Eriador player mainly, and well, my balancing is done mainly from this perspective: Hold out vs. Orc agression, growing the realms and expanding slowly ... trade and help the neighboring Dwarvens and Elvens and help all other good side factions ... until you are powerful enough to even destroy Isengard with the help of Elrond's and Glorfindel's Elvens plus Rohan (what is really really hard also due to pure financial issues to raise/maintain enough troops), and lastly going to help Gondor, that is my strategy plan, until Eriador can rebuild Anor Empire and if possible then destroy the evil side factions altogether in a good vs. evil gameplay
I'm playing my submod on M/M btw., the challenge is satisfying, don't know if higher difficulties are feasable for good side factions, surely they are, but i guess it is then also a bit masochistic... as said my submod increases the challenge for good side factions.
Last edited by DaVinci; August 10, 2012 at 07:13 AM.
#Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
#"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
#"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
#My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
#End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.
I done that.
I spent hours of calculating and testing my calculations in battles and they are really good
Just a bit of it:
Axe/mace 4 13 4 - 21/6=3,5 ;/7=3,00 ;/8= 2,62 ;/10=2,10 ;/11=1,9090
Sword 8 13 4 - 25/8=3,12 ;/9=2,77 ;/10=2,50 ;/11=2,27 ;/12=2,0833
Axe/mace 3 10 1 - 14 /6=2,33 ;/7=2,00 ;/8= 1,75 ;/9= 1,55 ;/10=1,40
Sword 6 10 1 - 17 /8=2,12 ;/9=1,88 ;/10=1,70 ;/11=1,54 ;/12=1,41
Axe/mace 1 7 3 - 11 /6=1,83 ;/7=1,57 ;/8 = 1,37 ;/9= 1,22 ;/10=1,10
Sword 2 7 3 - 12 /8=1,50 ;/9=1,33 ;/10= 1,20 ;/11=1,09 ;/12=1,00
REGIONAL MODIFIERS:
One region units have:
1 + att modifier
1 + def modifier
3 + morale
2 and 3 region units have:
1 + att modifier
1 + def modifier
2 + morale
Regional units have:
1 + def modifier
1 + morale
For general unit add:
1+ ATT
3+ DEF
5+ MORALE
If Cav 1 charge
Knight units have:
+ 4 att modifier (cav lance +7, cav sword +3)
+ 3 charge modifier (Mounted +8)
+ 14 def skill and 17 morale
If Horse fully in steel:
+3 charge
If horse partialy in steel additional:
+2 charge
If in mail:
+1 charge
All cavalry:
If holding lance in 2 hands additional lance attack bonus
If holding sword in 2 hands additional sword attack bonus
Base cav:
stat_pri 5, 6, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
stat_pri_attr no
stat_sec 4, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
Elite units have
+ 3 att modifier (all weapons) (cav lance +4, cav sword/mace/axe +2)
+ 13 def (- 3 archers)
+ 16 morale
+ 2 charge (archers and skirmishers + 1, cavalry + 5(cav archers+3)) (pikes + 0)
Pro units have
+ 2 att modifier (all weapons) (cav lance +2, cav sword/mace/axe +1)
+ 10 def (- 2 archers)
+ 13 morale
+ 2 charge (archers and skirmishers + 0, cavalry + 3 (cav arch + 2))
Militia units have
+ 1 att modifier (all weapons) (cav lance +1)
+ 7 def (- 2 archers)
+ 9 morale
+ 1 charge (archers and skirmishers + 0)
Peasant units have
+ 0 att modifier
+ 4 def (- 2 archers)
+ 5 morale
Special guard units have:
+ 1 att
+ 1 def skill
+ 1 morale
2 handed swords and axes have
+ 1 charge
Armour 6 and + have
+ 1 charge
Legionary _name:
+ 1 morale
Pikemen have + 6 to horse and camel and + 4 to elephant
Heavy spears have + 4 to horse and camel and + 3 to elephant
Light spears have + 3 to horse and camel and + 2 to elephant
Rangers get + 1 morale + 1 att and +1 def
GONDOR (ALL UNITS UPPER CLASS):
+1 ATT to all units
+2 DEF to infantry (Mordor nad Harad constant attacks, invasions)
+2 MORALE to infantry
+1 DEF to cavalry
+1 MORALE to cavalry
+1 CHARGE to cavalry
+2 att to Gondor heavy archers
All pro/elite units are disciplined and highly trained
All pro and elite units hardy
Gondor heavy inf 1+ morale
Some units very hardy
Additional:
KNIGHTS:
+2 MORALE (+3 mounted)
+1 ATT
+1 DEF
+2 CHARGE
+1 LANCE
Gondor gets + 1 negative bonus on unit training
ROHAN (HORSES UPPER CLASS, INFANTRY LOWEST):
+1 ATT to all horse units
+3 DEF to all horse units
+3 MORALE to cavalry
+2 CHARGE to cavalry
+1 LANCE
(Isengard on the borders with Mordor incursions)
Horse units training - 2
Bigger horse units (some)
DALE (ALL UNITS MIDDLE CLASS, ARCHERS HIGHEST)
+1 MORALE to archers
+1 MORALE to infantry
+1 DEF to archers
+1 Charge to 2 handed units (except phalanx)
+1 ATT to 2 handed units and single axes
+2 att to bardian archers
Archer units training - 1
Rhun (Highest values for heavy inf and heavy cavalry middle for others)
Known for Savage cavalry and heavy infantry they have following bonuses:
1 + att for heavy cavalry
1 + att for heavy infantry
1 + def for heavy cavalry
1 + def for heavy infantry
1 + charge for heavy cavalry
2 + morale for heavy inf and cavalry
Hardy light units
HIGH ELVES
2 + att
5 + def
4 + morale
1 - archer training
SILVAN ELVES
3 + att
3 + def
3 + morale
1 - archer training
DWARVES
2 + att
2 + def
2 + morale
Arnor&Eriador
1 + ATT to all
1 + DEF to all
1 + morale to all
All pro/elite units are disciplined and highly trained
Harad
Light units are hardy
Mordor, Misty mountain orcs, Gundabad
All orcs are hardy
1 + ATT to uruks
3 + morale to uruks
1 - ATT Orcs and goblins
1 - DEF Orcs and goblins
Im still testing this but 90% is complete!
For now I implemented this only in Vanilla but if you are interested.....
I also explored Lore so elite units are really good.
I will also balance prices as Im researching High Middle ages econmies and costs of mercenaries.
Gondor Units (I added some for my satisfaction):
type Thane Spearmen
dictionary Thane_Spearmen ; Spear Militia
category infantry
class spearmen
voice_type Light
banner faction main_spear
banner holy crusade
soldier thane_spearmen, 60, 0, 1
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount_effect horse +2, camel +2, elephant +1
attributes sea_faring, hide_forest, can_withdraw, mercenary_unit, free_upkeep_unit, hardy
formation 1.2, 1.2, 2.4, 2.4, 4, square, shield_wall
stat_health 1, 2
stat_pri 10, 2, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
stat_pri_attr light_spear, spear_bonus_8
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr ap
stat_pri_armour 5, 10, 4, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 0, -1, 0, -2
stat_mental 11, normal, trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 3, 360, 160, 65, 155, 360, 4, 160
armour_ug_levels 2, 3
armour_ug_models thane_spearmen
ownership slave, sicily
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 5
type Thane Swordsmen
dictionary Thane_Swordsmen ; Sword Militia
category infantry
class light
voice_type Light
banner faction main_spear
banner holy crusade
soldier thane_swordsmen, 60, 0, 1
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount_effect elephant +2
attributes sea_faring, hide_forest, hardy, can_withdraw, mercenary_unit, free_upkeep_unit,
formation 1.2, 1.2, 2.4, 2.4, 4, square, shield_wall
stat_health 1, 2
stat_pri 10, 2, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
stat_pri_attr no
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr no
stat_pri_armour 5, 10, 4, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 0, -1, 0, -2
stat_mental 11, normal, trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 3, 360, 170, 65, 155, 360, 4, 160
armour_ug_levels 2, 3
armour_ug_models thane_swordsmen
ownership slave, sicily
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 5
type Viking Mercenaries
dictionary Viking_Mercenaries ; Freemen
category infantry
class light
voice_type Light
banner faction main_infantry
banner holy crusade
soldier Dismounted_Huscarls, 60, 0, 1
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount_effect elephant +2
attributes sea_faring, hide_forest, hardy, can_withdraw, free_upkeep_unit, mercenary_unit
formation 1.2, 1.2, 2.4, 2.4, 4, square, shield_wall
stat_health 1, 2
stat_pri 9, 4, no, 0, 0, melee, melee_blade, blunt, mace, 20, 1
stat_pri_attr ap
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr no
stat_pri_armour 6, 12, 4, metal
stat_sec_armour 0, 0, flesh
stat_heat 4
stat_ground 0, -1, 0, -2
stat_mental 15, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 5, 550, 220, 75, 75, 550, 4, 100
armour_ug_levels 2, 3
armour_ug_models Viking_Mercenaries
ownership slave, sicily
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 5
type english huscarls
dictionary english_huscarls ; Gondor Heavy Axemen
category infantry
class heavy
voice_type Heavy
banner faction main_infantry
banner holy crusade
soldier Varangian_Guard, 60, 0, 1.2
mount_effect horse +1, camel +1, elephant +2
attributes sea_faring, hide_forest, very_hardy, can_withdraw, mercenary_unit, free_upkeep_unit
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 2
stat_pri 15, 4, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1
stat_pri_attr ap
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr no
stat_pri_armour 5, 12, 1, metal
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 0, -1, 0, -2
stat_mental 15, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 5, 560, 230, 75, 75, 560, 4, 100
armour_ug_levels 2, 3
armour_ug_models english_huscarls2
ownership slave, sicily
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 0
type Axemen of Lossarnach
dictionary Axemen_of_Lossarnach ; Axemen of Lossarnach
category infantry
class heavy
voice_type Heavy
banner faction main_infantry
banner holy crusade
soldier Varangian_Guard, 60, 0, 1
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount_effect horse +2, camel +2, elephant +4
attributes sea_faring, hide_forest, very_hardy, can_withdraw, free_upkeep_unit
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 3
stat_pri 17, 5, no, 0, 0, melee, melee_blade, slashing, axe, 20, 1
stat_pri_attr ap
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr no
stat_pri_armour 7, 16, 0, metal
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 0, -1, 0, -2
stat_mental 21, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 7, 700, 290, 75, 75, 670, 3, 150
armour_ug_levels 2, 3
armour_ug_models lossarnach, lossarnach_ug1
ownership sicily, milan
era 0 sicily, milan
era 1 sicily, milan
era 2 sicily, milan
recruit_priority_offset 5
type Dismounted Kofm
dictionary Dismounted_Kofm ; Gondor Medium Infantry
category infantry
class heavy
voice_type Heavy
banner faction main_infantry
banner holy crusade
soldier Norse_Swordsmen, 60, 0, 1
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount_effect elephant +2
attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit, very_hardy
formation 1.2, 1.2, 2.4, 2.4, 4, square, shield_wall
stat_health 1, 3
stat_pri 11, 3, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
stat_pri_attr no
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr no
stat_pri_armour 5, 12, 5, metal
stat_sec_armour 0, 0, flesh
stat_heat 4
stat_ground 0, -1, 0, -2
stat_mental 15, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 5, 500, 200, 75, 75, 500, 4, 100
armour_ug_levels 2, 3
armour_ug_models dismounted_kofm, dismounted_kofm_ug1
ownership sicily, timurids
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 5
type Armored Sergeants2
dictionary Armored_Sergeants2 ; Gondor Medium Spearmen
category infantry
class spearmen
voice_type Heavy
banner faction main_spear
banner holy crusade
soldier Armored_Sergeants, 60, 0, 1
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount_effect horse +3, camel +3, elephant +2
attributes sea_faring, hide_forest, hardy, can_withdraw, mercenary_unit
formation 1.2, 1.2, 2.4, 2.4, 4, square, shield_wall
stat_health 1, 3
stat_pri 11, 4, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
stat_pri_attr light_spear, spear_bonus_8
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
stat_sec_attr ap
stat_pri_armour 7, 12, 4, metal
stat_sec_armour 0, 0, flesh
stat_heat 4
stat_ground 0, -1, 0, -2
stat_mental 15, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 5, 500, 200, 75, 75, 490, 4, 100
armour_ug_levels 2, 3
armour_ug_models Armored_Sergeants2
ownership sicily, timurids
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 5
type Marines
dictionary Marines ; Marines
category infantry
class heavy
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier marines, 60, 0, 1
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount_effect elephant +4
attributes sea_faring, hide_forest, very_hardy, can_withdraw, cannot_skirmish, free_upkeep_unit
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 3
stat_pri 9, 3, javelin, 65, 2, thrown, missile_mechanical, piercing, spear, 0, 1
stat_pri_attr ap, thrown, prec
stat_sec 13, 3, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
stat_sec_attr no
stat_pri_armour 5, 16, 4, metal
stat_sec_armour 0, 0, flesh
stat_heat 4
stat_ground 0, -1, 0, -2
stat_mental 21, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 7, 660, 280, 75, 75, 540, 3, 150
armour_ug_levels 2, 3
armour_ug_models marines, marines_ug1
ownership sicily
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 7
type Gondor Infantry
dictionary Gondor_Infantry ; Gondor Heavy Infantry
category infantry ; Quality
class heavy
voice_type Heavy
banner faction main_infantry
banner holy crusade
soldier Norse_Swordsmen, 60, 0, 1.2
officer gondor_captain_early_flag
officer gondor_captain_early_flag
attributes sea_faring, hide_forest, can_withdraw, legionary_name, free_upkeep_unit, hardy
formation 1.2, 1.2, 2.4, 2.4, 4, square, shield_wall
stat_health 1, 3
stat_pri 12, 4, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
stat_pri_attr no
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr no
stat_pri_armour 8, 15, 6, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 0, -2, 0, -2
stat_mental 19, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 5, 650, 270, 85, 85, 650, 3, 150
armour_ug_levels 3, 4, 5
armour_ug_models gondor_infantry, gondor_infantry_ug1, gondor_infantry_ug2
ownership sicily, timurids
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 10
type Dismounted Swan Knights
dictionary Dismounted_Swan_Knights ; Dismounted Swan Knights
category infantry ; Quality
class heavy
voice_type Heavy
banner faction main_infantry
banner holy crusade
soldier Norse_Swordsmen, 60, 0, 1.2
officer gondor_captain_early_flag
officer gondor_captain_early_flag
attributes sea_faring, hide_forest, hardy, can_withdraw, free_upkeep_unit, knight
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 3
stat_pri 15, 5, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
stat_pri_attr no
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr no
stat_pri_armour 12, 17, 4, metal
stat_sec_armour 0, 0, flesh
stat_heat 8
stat_ground 0, -2, 0, -2
stat_mental 24, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 9, 790, 320, 100, 100, 790, 2, 250
armour_ug_levels 4, 5
armour_ug_models swan_infantry, swan_infantry_ug1
ownership sicily
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 25
type Gondor Spearmen
dictionary Gondor_Spearmen ; Gondor Heavy Spearmen
category infantry
class spearmen
voice_type Heavy
banner faction main_spear
banner holy crusade
soldier Armored_Sergeants, 60, 0, 1.2
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount_effect horse +4, camel +4, elephant +3
attributes sea_faring, hide_forest, hardy, can_withdraw, legionary_name, free_upkeep_unit
formation 1.2, 1.2, 2.4, 2.4, 4, square, shield_wall
stat_health 1, 3
stat_pri 12, 4, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
stat_pri_attr light_spear, spear_bonus_8
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr ap
stat_pri_armour 8, 15, 6, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 0, -2, 0, -2
stat_mental 19, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 5, 620, 260, 85, 85, 620, 3, 150
armour_ug_levels 3, 4, 5
armour_ug_models gondor_spearmen, gondor_spearmen_ug1, gondor_spearmen_ug2
ownership sicily, timurids
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 10
type Kingsguard
dictionary Kingsguard ; Kingsguard
category infantry
class spearmen
voice_type Heavy
banner faction main_spear
banner holy crusade
soldier Armored_Sergeants, 60, 0, 1.2
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount_effect horse +4, camel +4, elephant +3
attributes sea_faring, hide_forest, hardy, can_withdraw, legionary_name, free_upkeep_unit
formation 1.2, 1.2, 2.4, 2.4, 4, square, shield_wall
stat_health 1, 3
stat_pri 13, 4, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
stat_pri_attr light_spear, spear_bonus_10
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr ap
stat_pri_armour 10, 16, 6, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 0, -2, 0, -2
stat_mental 20, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 7, 820, 320, 90, 90, 820, 2, 250
armour_ug_levels 4, 5
armour_ug_models kingsguard, kingsguard_ug1
ownership sicily, timurids
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 15
type Fountain Guard
dictionary Fountain_Guard ; Fountain Guard
category infantry
class spearmen
voice_type Heavy
banner faction main_spear
banner holy crusade
soldier fountain_guard, 60, 0, 1.8
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount_effect horse +2, camel +2, elephant +1
attributes legionary_name, sea_faring, hide_forest, hardy, can_withdraw, free_upkeep_unit
formation 1.2, 1.2, 2.4, 2.4, 4, square, phalanx
stat_health 1, 3
stat_pri 19, 5, no, 0, 0, melee, melee_blade, piercing, axe, 25, 1
stat_pri_attr ap, light_spear, spear_bonus_12
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr no
stat_pri_armour 11, 18, 0, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 0, -2, -1, -2
stat_mental 24, disciplined, highly_trained, lock_morale
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 7, 1000, 400, 100, 100, 1000, 1, 350
armour_ug_levels 4, 5
armour_ug_models fountain_guard, fountain_guard_ug1
ownership sicily, timurids
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 20
type Osgiliath Pikemen
dictionary Osgiliath_Pikemen ; Osgiliath Pikemen
category infantry
class spearmen
voice_type Heavy
banner faction main_spear
banner holy crusade
soldier noble_pikemen, 60, 0, 1.2
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount_effect horse +6, camel +6, elephant +4
attributes sea_faring, hide_forest, hardy, can_withdraw, free_upkeep_unit, pike
move_speed_mod 0.7
formation 1.2, 1.2, 2.4, 2.4, 8, square, phalanx
stat_health 1, 3
stat_pri 9, 2, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
stat_pri_attr spear, long_pike, spear_bonus_12
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr no
stat_pri_armour 9, 17, 0, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 0, -2, -1, -2
stat_mental 22, disciplined, highly_trained, lock_morale
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 7, 950, 350, 100, 100, 950, 2, 250
armour_ug_levels 4, 5
armour_ug_models osgiliath_pikemen , osgiliath_pikemen _upg
ownership sicily
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 10
type Militia Archers
dictionary Militia_Archers ; Gondor Medium Archers
category infantry
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier militia_archers, 60, 0, 1
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount_effect elephant +3
attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit, hardy
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 3
stat_pri 7, 1, arrow, 170, 30, missile, missile_mechanical, piercing, none, 0, 1
stat_pri_attr no
stat_sec 9, 1, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
stat_sec_attr no
stat_pri_armour 5, 10, 3, metal
stat_sec_armour 0, 0, flesh
stat_heat 4
stat_ground 0, -1, -1, -2
stat_mental 15, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 6, 440, 190, 75, 75, 410, 4, 100
armour_ug_levels 2, 3
armour_ug_models militia_archers, militia_archers_ug1
ownership sicily, timurids
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 5
type Blackroot Archers
dictionary Blackroot_Archers ; Blackroot Archers
category infantry
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier blackroot_archers, 60, 0, 1
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount_effect elephant +3
attributes sea_faring, hide_forest, extreme_range, very_hardy, can_withdraw, stakes, free_upkeep_unit
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 3
stat_pri 9, 2, arrow, 210, 35, missile, missile_mechanical, piercing, none, 0, 1
stat_pri_attr no
stat_sec 11, 2, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
stat_sec_attr no
stat_pri_armour 5, 13, 0, metal
stat_sec_armour 0, 0, flesh
stat_heat 4
stat_ground 0, -1, -1, -2
stat_mental 20, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 8, 520, 210, 75, 75, 500, 3, 150
armour_ug_levels 2, 3
armour_ug_models blackroot_archers, blackroot_archers_ug1
ownership sicily
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 10
type Gondor Archers
dictionary Gondor_Archers ; Gondor Heavy Archers
category infantry
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier gondor_archers, 60, 0, 1.2
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount_effect elephant +3
attributes sea_faring, hide_forest, extreme_range, can_withdraw, legionary_name, stakes, free_upkeep_unit, hardy
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 3
stat_pri 8, 2, arrow, 180, 35, missile, missile_mechanical, piercing, none, 0, 1
stat_pri_attr no
stat_sec 12, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
stat_sec_attr no
stat_pri_armour 8, 12, 0, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 0, -2, -1, -2
stat_mental 19, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 8, 580, 240, 85, 85, 580, 3, 150
armour_ug_levels 3, 4, 5
armour_ug_models gondor_archers, gondor_archers_ug1, gondor_archers_ug2
ownership sicily, timurids
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 10
type Ithilien Rangers
dictionary Ithilien_Rangers ; Ithilien Rangers
category infantry
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier rangers, 60, 0, 1
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount_effect elephant +3
attributes sea_faring, hide_improved_forest, extreme_range, very_hardy, can_withdraw, stakes, free_upkeep_unit
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 3
stat_pri 10, 2, arrow, 210, 40, missile, missile_mechanical, piercing, none, 0, 1
stat_pri_attr no
stat_sec 14, 2, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
stat_sec_attr no
stat_pri_armour 3, 14, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 0, -1, 1, -2
stat_mental 21, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 8, 540, 220, 50, 50, 540, 2, 250
armour_ug_levels 0, 1
armour_ug_models rangers, rangers_ug1
ownership slave, sicily, timurids
era 0 slave, sicily
era 1 slave, sicily
era 2 slave, sicily
recruit_priority_offset 10
type Dol Amroth Knights
dictionary Dol_Amroth_Knights ; Gondor Light Cavalry
category cavalry
class heavy
voice_type Heavy
banner faction main_cavalry
banner holy crusade
soldier kofm, 30, 0, 1
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount northern heavy horse
mount_effect elephant -4, camel -4
attributes sea_faring, hide_forest, can_withdraw, can_formed_charge, free_upkeep_unit, hardy
formation 2, 4.4, 3, 6, 2, square
stat_health 1, 3
stat_pri 8, 10, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
stat_pri_attr no
stat_sec 6, 6, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
stat_sec_attr no
stat_pri_armour 5, 11, 3, metal
stat_sec_armour 0, 0, flesh
stat_heat 4
stat_ground -1, -1, -3, -2
stat_mental 14, disciplined, trained
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 7, 740, 260, 90, 90, 740, 4, 100
armour_ug_levels 2, 3
armour_ug_models kofm, kofm_ug1
ownership sicily, timurids
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 10
type Gondor Cavalry
dictionary Gondor_Cavalry ; Gondor Cavalry
category cavalry
class heavy
voice_type Heavy
banner faction main_cavalry
banner holy crusade
soldier gondor_cavalry, 30, 0, 1
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount gondor horse
mount_effect elephant -4, camel -4
attributes sea_faring, hide_forest, can_withdraw, legionary_name, can_formed_charge, free_upkeep_unit, hardy
formation 2, 4.4, 3, 6, 2, square
stat_health 1, 3
stat_pri 11, 12, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
stat_pri_attr no
stat_sec 8, 8, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
stat_sec_attr no
stat_pri_armour 8, 14, 0, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground -1, -2, -3, -2
stat_mental 18, disciplined, highly_trained
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 9, 890, 320, 100, 100, 890, 3, 150
armour_ug_levels 3, 4, 5
armour_ug_models gondor_cavalry, gondor_cavalry_ug1, gondor_cavalry_ug2
ownership sicily, timurids
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 15
type Gondor Knights
dictionary Gondor_Knights ; Gondor Knights
category cavalry
class heavy
voice_type General
banner faction main_cavalry
banner holy crusade
soldier Gondor_Bodyguard, 30, 0, 1
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount gondor horse
mount_effect elephant -4, camel -4
attributes legionary_name, sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, knight, free_upkeep_unit, power_charge
formation 2, 4.4, 3, 6, 2, square, wedge
stat_health 1, 1
stat_pri 14, 14, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
stat_pri_attr no
stat_sec 9, 10, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
stat_sec_attr no
stat_pri_armour 9, 16, 5, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground -1, -2, -3, -2
stat_mental 26, disciplined, highly_trained
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 11, 980, 380, 120, 120, 980, 2, 250
armour_ug_levels 4, 5
armour_ug_models Gondor_Bodyguard, Gondor_Bodyguard_ug1
ownership sicily
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 25
type aum Gondor Cavalry
dictionary aum_Gondor_Cavalry ; Minas Thirith Knights
category cavalry
class heavy
voice_type Heavy
banner faction main_cavalry
banner holy crusade
soldier Feudal_Knights, 30, 0, 1
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount gondor horse
mount_effect elephant -4, camel -4
attributes sea_faring, hide_forest, can_withdraw, can_formed_charge, knight, free_upkeep_unit
formation 2, 4.4, 3, 6, 2, square
stat_health 1, 3
stat_pri 9, 4, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
stat_pri_attr no
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
stat_sec_attr no
stat_pri_armour 8, 4, 4, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground -1, -1, -3, -2
stat_mental 15, disciplined, highly_trained
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 940, 350, 100, 100, 890, 3, 150
armour_ug_levels 3, 4, 5
armour_ug_models aum_gondor_cavalry, aum_gondor_cavalry_upg1
ownership sicily, timurids
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 15
type Swan Knights
dictionary Swan_Knights ; Swan Knights
category cavalry
class heavy
voice_type Heavy
banner faction main_cavalry
banner holy crusade
soldier swan_knights, 30, 0, 1
officer gondor_captain_early_flag
officer gondor_captain_early_flag
mount barded horse
mount_effect elephant -4, camel -4
attributes legionary_name, sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, knight, free_upkeep_unit, power_charge
formation 2, 4.4, 3, 6, 2, square, wedge
stat_health 1, 3
stat_pri 15, 17, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
stat_pri_attr no
stat_sec 10, 13, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
stat_sec_attr no
stat_pri_armour 12, 17, 4, metal
stat_sec_armour 0, 0, flesh
stat_heat 8
stat_ground -1, -2, -3, -2
stat_mental 24, disciplined, highly_trained
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 11, 1300, 450, 120, 120, 1200, 2, 250
armour_ug_levels 4, 5
armour_ug_models swan_knights, swan_knights_ug1
ownership sicily
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 25
type Gondor Bodyguard
dictionary Gondor_Bodyguard ; General's Bodyguard
category cavalry
class heavy
voice_type General
banner faction main_cavalry
banner holy crusade
soldier Gondor_Bodyguard, 12, 0, 1
mount gondor horse
mount_effect elephant -2, camel -2
attributes sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, knight, general_unit, free_upkeep_unit, power_charge
formation 2, 4.4, 3, 6, 2, square
stat_health 1, 1
stat_pri 17, 15, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
stat_pri_attr no
stat_sec 12, 11, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
stat_sec_attr no
stat_pri_armour 10, 21, 5, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground -1, -2, -3, -2
stat_mental 31, disciplined, highly_trained
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 860, 0, 100, 100, 860, 3, 150
armour_ug_levels 4, 5
armour_ug_models Gondor_Bodyguard, Gondor_Bodyguard_ug1
ownership sicily
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 5
type Ithilien Rangers_BG
dictionary Ithilien_Rangers_BG ; Faramirs Bodyguard
category infantry
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier rangers, 60, 0, 1
mount_effect elephant +3
attributes sea_faring, hide_improved_forest, extreme_range, very_hardy, can_withdraw, stakes, stakes, general_unit, no_custom, free_upkeep_unit
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 2
stat_pri 10, 2, arrow, 220, 40, missile, missile_mechanical, piercing, none, 0, 1
stat_pri_attr no
stat_sec 12, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
stat_sec_attr no
stat_pri_armour 3, 17, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 2
stat_ground 0, -1, 1, -2
stat_mental 26, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 540, 0, 50, 50, 540, 2, 250
armour_ug_levels 0, 1
armour_ug_models rangers, rangers_ug1
ownership sicily, timurids
era 0 sicily, timurids
era 1 sicily, timurids
era 2 sicily, timurids
recruit_priority_offset 0
type Kingsguard_BG
dictionary Kingsguard_BG ; Boromirs Bodyguard
category infantry
class spearmen
voice_type Heavy
banner faction main_spear
banner holy crusade
soldier Armored_Sergeants, 60, 0, 1.2
mount_effect horse +4, camel +4, elephant +3
attributes sea_faring, hide_forest, hardy, can_withdraw, general_unit, no_custom, free_upkeep_unit
formation 1.2, 1.2, 2.4, 2.4, 4, square, shield_wall
stat_health 1, 1
stat_pri 14, 4, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
stat_pri_attr light_spear, spear_bonus_12
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr no
stat_pri_armour 10, 19, 6, metal
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 0, -2, 0, -2
stat_mental 25, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 720, 0, 90, 90, 720, 2, 250
armour_ug_levels 4, 5
armour_ug_models kingsguard, kingsguard_ug1
ownership sicily, timurids
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 0
Btw. I figured out what legionary name means so I also "turned on" that option for all units so now every unit you train will have legionary name by the province from where they were trained in game.
Also Base stats for infantry weapons are:
Sword and spear: 8
Mace/axe: 7
2 handed swords: 16 (testing and thinking about revision to 15 or 14...)
2 handed axes: 12
Archers:
Sword 6
Mace 5
etc....
Some things ai have in my head, I wil make extensive read me about units testings and changes soon.
We have different play style,I like blitzkrieg even in imposible situation,for example with 3 weeks ago I played Eriador with my Epic campaign,
http://www.twcenter.net/forums/showthread.php?t=510831
In this compilation Isengard had 2 full stacks of uruk-hay-this ones:
And in a bridge battle they all died from Eriador week army at turn 18...and is normal I think that good factions are slain quite fast,if you will not stop tham,no one will do it for you...and this is LORE,and for that I think we should be able at least to recruit other factions units from same culture,just for variety,I will test your mod today,just once I tried to give to most of units two hit points,this was a mistake,but all depends on play style.DaVinci what about Shogun?Just finished a campaign with Takeda at very hard,in 48 turns conquered entire map,but I fought mainly against ashigaru,maybe you will reveal this project with old stats and ideas,but with some samurai retainers,and developed castles for factions?
Last edited by son of romans; August 10, 2012 at 07:27 AM.
Just tested your mod,like I said the main problem are two hitpoints,because of tham arcers are useles and range should be increased back,and in TA they should kill at least 30% of enemy infantry battalions, melee fight work ok,like in Shogun Realism mod a better idea is to increse defense and costs of units.
Please keep this thread content solely on TATW stuff, if you have something to comment on S2 modding, please provide comments there
Yes, this is lore, but lore by Tolkien who created a parallel universe so to speak. I won't change the original basis of TATW's vanilla basis in this submod, my aim is solely to provide an improved challenge gameplay to battle and campaign with some bits of more realism and the good vs. evil side emphasis, that's all.and this is LORE,and for that I think we should be able at least to recruit other factions units from same culture,just for variety
Bold: No, the hp system is not at all a problem, archers are still very useful and reduce units a lot, even proper armoured units still suffer losses, archers are still one of the most important troop types in this submod, this has not changed compared to TATW vanilla ... don't know what you are playing there... let's agree to disagree on that item, because i like the current battle model a lot, it works perfectly, and btw. this submod has (also) an emphasis on the campaign-gameplay
... again, don't know what you are playing there, in this submod i can still kill light infantry units pretty easily with militia archers or hunters, not only 30 % but 100 % ( if the AI behaves dump enough, and it does as always in TW gamesin TA they should kill at least 30% of enemy infantry battalionsand dependent on terrain etc.) ... the only difference to TATW vanilla is the time that it needs.
Last edited by DaVinci; August 10, 2012 at 12:41 PM.
#Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
#"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
#"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
#My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
#End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.
Version 1.4 uploaded, see 1st post changes.
Right in time for the weekend ... as good side faction player this submod version shall provide an even more breathtaking TATW campaign.
#Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
#"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
#"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
#My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
#End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.
I'm very glad that someone finally decided to do this. I especially hated the uber archers destroying rank after rank of heavy infantry. I've run a few custom battles to test these changes, and they seem to be pretty good (much better in contrast to how vanilla battles play out). I'm only curious about what exactly influences the damage of bows now. Many unit stats seem to be shared (i.e. Gondor Archers vs Ithillien Rangers), yet Ithillien Rangers seem to inflict more damage then Gondor Archers. Don't get me wrong, I like it very much. But it just looks like you did something more then just changing the Export_descr_unit.txt file.
Edit: found one minor bug; Smiths of Eregion aren't edited to have 2 hitpoints.
Last edited by MrExpendable; August 11, 2012 at 12:19 AM.
Yes, projectiles file is edited, units apply different bows aka arrows in the file with different parameters, that's basicly all (and was already the case in TATW vanilla, but i edited a bit more there for the different projectiles) - means even the same missile attack value which you can see in the stats can have different impacts, besides the range is different as well per kind of archer plus of course exp points make a difference, all those parameters make up the skill/ability of archers.
Thanks for the bug-report, will fix that for the next version 1.5.
Last edited by DaVinci; August 11, 2012 at 01:24 AM.
#Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
#"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
#"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
#My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
#End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.
Nice submod. I've been playing as Gondor and am feeling more pressure from Mordor which I see as a good thing as they were pretty passive for being the ultimate evil and all that rot...
#Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
#"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
#"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
#My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
#End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.