http://www.twcenter.net/forums/showt...Memory-Editing
This looks very interesting, it gets around the EULA by making changes to the executable once loaded in memory to alter program functions without altering it as written and saved on disk.
These were my suggestions for some possible changes in an ideal world:
1) One of the biggest problems that M2TW has in it's combat system from a realism perspective is a too-flat attack value vs armor curve, ie lower attack weapons have too much effect vs any particular armor, and high attack weapons have too little. This leads to results like even weak arrows from a light bow having a small chance (but still way too high) of penetrating for example Gothic Armor, or conversely, heavy arbalest bolts and arquebus balls being stopped too often by leather, light mail etc. It would be great if this attack vs armor curve could be steepened, especially for attacks by missile weapons. Its probably a relatively simple calculation used to save processor time, given that it has so many other tasks to handle on the battlemap.
2) Another very useful change would be enabling the stat_armor_ex line in the EDU, as current armor upgrades are hardcoded to add 2-2.5 (its not exactly clear) per armor upgrade. This change would enable a much more flexible armor upgrade system:
; stat_armour_ex Details of the man's defences
; armour factor. 4 values. First for base value, then 3 upgrade levels
; defensive skill factor (not used when shot at)
; shield factors. First for melee, second for missile fire
; sound type when hit = flesh, leather, or metal (this could be ignored since it is already specified in stat_pri_armour)
eg: ;stat_armour_ex 9, 11, 0, 0, 5, 0, 0, metal
3) According to the EDU, the attack delay value in stat_pri gives: ; Min delay between attacks (in 1/10th of a second).
In practice it is not implemented like this at all and the effect of the attack delay value is nebulous at best - it would be nice if it worked as described.
4) Giving the 2nd stat_pri value 'attack bonus factor if charging' some use for missile weapons.
5) Regarding shields, the EDU notes say:
; stat_pri_armour Details of the man's defences
; armour factor
; defensive skill factor (not used when shot at)
; shield factor (only used for attacks from the front of left)
However, in M2TW shields add their full value to defense vs attacks from the front, and simply half value vs attacks from the left and right. This should really be reduced further vs attacks from the right, and/or or left at half value while shield value vs attacks from the left are at full strength as described in the EDU.
6) Making the 'heat' stat in the EDU have more effect. In practice even very high values allow men to run around in armor for far too long. Along the same line, when units are 'exhausted' they should not be able to run or charge at all.
7) Currently there is no way to upgrade Bodyguards to Late Bodyguards without fudging the Marian Reforms in a very messy fashion, by adding a 'Roman' faction and using an out-of-the-way 'Roman' city with the 'Italy' hidden resource to trigger the upgrade when it reaches Large City size. It would be nice to have this be simplified so that it is triggered by M2TW factions in a more elegant manner.
These changes would make for a huge improvement to battle realism.





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