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  1. #1

    Default somethings missing

    I love this mod but it feels that each faction is the same with only tiny differences, and i get bored with each campaign in about 5 minutes, i know its the beta but i think the fact that there are to many armies at starting point and even on M/M battles are over quickly and troops run so so so fast, i think that battles need to be worked on a bit but i want to love this mod so much but someithng is missing

  2. #2
    Seether's Avatar RoTK Workhorse
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    Default Re: somethings missing

    I'm not trying to be a jerk, but saying "something is missing" is not very helpful. Can you please share your thoughts or suggestions on how to improve the mod?

    As a note, we are reworking all of the unit skins and some factions will be getting some unique units. However, bear in mind, armies of 2nd-3rd century China were pretty much all composed, organized, and armed the same; they had only tiny differences. We're not going to force fake diversity where there shouldn't be any.
    Last edited by Seether; July 14, 2013 at 10:29 AM.
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  3. #3
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    Default Re: somethings missing

    The 'move_speed_mod' entry in the EDU is used in nearly all instances to slow down units - which means the speed is otherwise normal. Or are you talking about routing? The AI has a custom battle (and strat) boost, unfortunately it is via traits and requires a named character - but those armies should be reasonably difficult to beat, and the boost gets better on hard as well as very hard.

    The culture across the region was fairly the same with the exception of the Northern Steppe tribes and the Southern Tribes (both having different units), so one should expect fairly the same units.
    We have been tossing around the idea of unique units, but if one wants to stay within reasonable limits then there isn't really much to go with.










  4. #4

    Default Re: somethings missing

    its kinda hard to put my finger on , what diffuculty should this game be played on cause i play on M/M and i can auto resolve a battle with only 6 generals in my unit and no other units and win against a rebel arme with 1 general anf 10 units in it so is this geared for hard cause i find medium to easy , but this is a beta so i am not complaining jsut i LOVE this time period of china so much i am a hard core ROTK fan , but i geuss i would love to see a "Hero of the 3 kingdoms" type of campiagn in custome campaign but if not then thats ok

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: somethings missing

    Auto resolve on medium is a walk over, and it's not that much better on hard. Unless it's very lopsided in my favor to start with I don't auto resolve.

    I still have a small script (used it in 1648) that temporarily disables auto resolve - I could make that a permanent one in case you can't resist It's aptly named "No cowardice"



    Code:
        ;--- Keine Feigheit vor dem Feind ---
        declare_counter hist_schlacht
        monitor_event ScrollOpened ScrollOpened prebattle_scroll
            if I_CompareCounter hist_schlacht = 1
                campaign_wait 1
                disable_cursor
                ui_flash_start prebattle_fight_button
                campaign_wait 3
                select_ui_element prebattle_fight_button
                simulate_mouse_click lclick_down
                simulate_mouse_click lclick_up
            end_if
            enable_cursor
            set_counter hist_schlacht 0
    
        end_monitor










  6. #6

    Default Re: somethings missing

    no dont make it permenant, lol to bad there was not a launcher version to turn it on and off

  7. #7

    Default Re: somethings missing

    cause even when i fight the battles they end to quickyl even when they are even in numbers it seems to end to quickly

  8. #8

    Default Re: somethings missing

    d-d-d-double post.

  9. #9

    Default Re: somethings missing

    Maybe you've been playing TATW or something lately. What I think you're feeling is units that don't have 3 times more defense than attack, so people actually die in a timely fashion.
    Battles in mods that make defense values high can sometimes drag out, whereas in this mod the values are more or less the same (ex spearmen 11 att 14 def more or less). Otherwise I haven't noticed any speedup in this mod.

    On the other hand, unit variety is noticeable since, again, other mods have us accustomed to more unit variety, like 3 types of arches, many different cavalry units etc.

    Maybe what could add a little more variety without faking warfare in that period would be to add more named units (that do special things). For instance I seem to recall a unit named tiger warrior somethings and it sounds like it was an army in that period. There could be tiger archers, tiger swordsmen(the ones I saw) tiger spearmen etc. Same thing with Dan Nang (sp). Sorry I don't know much about the period : p

  10. #10
    Seether's Avatar RoTK Workhorse
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    Default Re: somethings missing

    Quote Originally Posted by DeVrie View Post
    Maybe what could add a little more variety without faking warfare in that period would be to add more named units (that do special things). For instance I seem to recall a unit named tiger warrior somethings and it sounds like it was an army in that period. There could be tiger archers, tiger swordsmen(the ones I saw) tiger spearmen etc. Same thing with Dan Nang (sp). Sorry I don't know much about the period : p
    These are all of the unique units in the mod (so far):
    Energetic Tigers
    Qingzhou Troop
    Tiger and Leopard Cavalry
    Great Halberd Troop
    Camp Crushers
    Danyang Troop
    White Riders
    Unstoppables
    White Plume
    Flying Bear Cavalry
    Flying Bear Infantry
    Xiaoyao Brave
    Jingxiang Elite
    Xiliang Cavalry
    Bingzhou Cavalry
    Shock Brigade
    Camp Raiders
    Trouble-dealers
    Zhuge Crossbowmen
    Suicide Vanguard
    Cross-river Marksmen
    Feathered Forest Guard (several unit types)
    Imperial Guard (3 unit types)

    Quote Originally Posted by Sigmar Heldenhamer
    true i think unigue units would be good but only let them be recruitable from "key" cities where they are known from like when cao cao defeats the resurggent yello turbans and makes them his Qing Elite have them only be recruitable from either his capital or a city where they were defeated or appeared,
    That's actually the way it is already, although it is by region as opposed to settlement. We may tweak how some are obtained in future patches.
    Last edited by Seether; July 14, 2013 at 02:10 PM.
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  11. #11

    Default Re: somethings missing

    true i think unigue units would be good but only let them be recruitable from "key" cities where they are known from like when cao cao defeats the resurggent yello turbans and makes them his Qing Elite have them only be recruitable from either his capital or a city where they were defeated or appeared,

  12. #12

    Default Re: somethings missing

    Many unique units I see. I hope it didn't seem like I was complaining for lack of units, I've only just begun to play this mod; I just thought it could be a possible way to add variety, but I see now that has been covered : )

    Actually what made me think of it was 1648 which has a few named units, so you have regular pikemen, but then also Herr whatshisname Regiment, which are also pikemen, but it adds a lot of variety to have these things, especially when the units are visually different.

  13. #13
    Seether's Avatar RoTK Workhorse
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    Default Re: somethings missing

    There are a few more unique units that I would like to get added, as some factions (Jingnan, Liaodong, Wudoumi Sect, & Nanyang) don't have any units special to their faction. I already have some ideas for all of them, but will take some time to get them into the game.

    Visual variety will come in time. As of now, the unique units have unique skins, and standard units will be a bit more diverse looking based on region whenever we get them reskinned.
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  14. #14

    Default Re: somethings missing

    You don't need to over increase defense or morale to make combat last longer (making upgrades reduntant or units fight to the last men instead of routing). There's another variable that governs the hit probability, that someone else pointed in the workshop. I'll see it I can find it

    ~~

    Here's it (from the Complete_EDU_Guide (RTW) at the wiki):


    stat_pri atk, chrg, msl_type, msl_rng, msl_ammo, wpn_type, wpn_tech, dmg_type, snd_type, min_delay, lethality

    • [lethality] : Percentile chance of a soldier to kill an enemy (assuming his strike has found its target). The higher the lethality, the more the kills and the less the knock-downs/knock-backs during a battle. Greatly affects the speed at which melee battles are resolved, since higher lethality means less missed hits and greater casualties in short time. It is not used in ranged combat.


    (I've been testing this in M2, doesn't seem like it works like it worked in RTW. In the new EDU it's called Skeleton compensation factor in melee)

    Disregard this part; there's no lethality in M2:TW. The new parameter (Skeleton compensation factor) governs the spacing between units when they engage in melee.

    Also, you can change the delays between attacks for every unit, keeping the right balance and yet making battles last longer
    Last edited by Yayattasa; July 14, 2013 at 07:15 PM.


  15. #15

    Default Re: somethings missing

    Oh goodness, I wouldn't want the defense increased at all. I enjoy combat that ends in a timely manner instead of each battle being a twenty to forty minute affair.

    Men do tire out after ceaseless combat and can only last for so long.
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  16. #16
    y2day's Avatar TWC STORE NOW OPEN!
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    Default Re: somethings missing

    I agree Ethien, I like battles, but I don't like them taking 30 minutes or more. I really don't have a lot of free time so when I do get to actually play I like being able to play battles without auto resolving because of time constraints.




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