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  1. #1

    Default negative shields

    Seems like shields are subtracted from defense stats instead of added. This major bug explains why peasants do so well vs militia etc.

    I guess it will require rebalancing of all units when its fixed. Any thoughts on this, work around etc?

  2. #2
    Lusted's Avatar Look to the stars
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    Default Re: negative shields

    I guess it will require rebalancing of all units when its fixed. Any thoughts on this, work around etc?
    Not really, some people think that this bug actually helps balance things out, and that unit stats are balanced around this. So im not going to be doing another major rebalance yet.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  3. #3

    Default Re: negative shields

    Well I guess if CA didn't know about it then all the stats have been balanced around it. I think the game will be better when its fixed though.

    It looks like it could be just a sign inversion in the battle mechanics code so it might get fixed soon.

  4. #4

    Default Re: negative shields

    I second that. The game isn't very balanced now anyway. (vanilla, havent played enough of ur mod yet.)

  5. #5

    Default Re: negative shields

    Lusted - did you let Developers know about "negative shields"?

  6. #6
    Foederatus
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    Default Re: negative shields

    If I remenber correctly, then CA already know about this. In their own forums this has been adressed, and hopefully something will be done about it in the next patch
    "Life is a never ending battle, therefor there are 3 rules you need to live by: Win at all costs, take no **** and take no ******ing prisoners"

  7. #7

    Default Re: negative shields

    eh, I don't think it balances it out that much, I just installed your mod and started up as venice, attacked the first rebel town (zagreb) and my 3 italian spear militia, along with two groups of peasent archers, and my general got owned by 2 of their archers and 2 groups of croat axemen. My italian spear militia was getting ripped apart so badly it wasnt even funny.

  8. #8
    Turbo's Avatar Civitate
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    Default Re: negative shields

    CA has suggested taking half the shield value and adding it to armor. You can find this info over at the .ORG>
    Work of God

  9. #9
    Lusted's Avatar Look to the stars
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    Default Re: negative shields

    Yup i've read it Turbo, im testing the balance with that now. I've also been refining the balance of several other things whilst doing the tests.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  10. #10
    Foederatus
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    Default Re: negative shields

    Lusted I was thinking about starting a English long campaign soon, and I would like to try your mod. However, in light of the shield issue, and your last post, will you be releasing a "hotfix" to LTC concerning the shield problem? I would hate to start a long campaign and have a fix released for LTC.

    Regards,
    TS!

  11. #11
    dutch81's Avatar Senator
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    Default Re: negative shields

    If Lusted released a hotfix for this issue at any point ... this should not affect your campaign, you can change any of these attributes yourself during the campaign and it will simply change those units stats if that is the extend of the problem. So play on!

  12. #12

    Default Re: negative shields

    Lusted i try another mod now. I still waiting for a new LTC but question. Can U make mod with better charge. For me charge is still bad and only works with ideal condition. I think that when i order my unit to charge they should accelerate rapidly. [standart value exp8 is not good ?]

  13. #13
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: negative shields

    Orginal patch (1.1) resolve this problem.My cav ALLWAYS charge properly (to boooring) even in pursuit (?).Then stops and don't move.

    P.S. I need to learn English

  14. #14
    Lusted's Avatar Look to the stars
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    Default Re: negative shields

    Well version 2.1 of LTc that will feature a version of the fix will be fully save game compatible.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

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