Wanted to see if Torn had noticed this:
http://www.twcenter.net/forums/showt...&goto=lastpost
![]()
Wanted to see if Torn had noticed this:
http://www.twcenter.net/forums/showt...&goto=lastpost
![]()
Problem with that is that it is adjusting lethality. Effectively it is making the unit stronger or weaker which will completely unbalance the unit against other units.
It's not preference. It adjusts the kill rate of the weapon.
"The first casualty when war comes, is truth." - Hiram JohnsonDeveloper of The Long Road Modification
How did you come by that info? It doesn't say that in the EDU info section. I am more willing to buy chance of use than lethality when we already have a number for that in the attack value. This was never even mentioned in the RTW forums. If you look at some of the values there, they seem to be more about how a unit uses its weapons.
In my last battle, my pikemen were very nearly wiped out by Danish axemen and swordsmen. They have a .7 rating to their pikes. Yet they were losing. The axemen have a .65 rating and only retreated when other troops rushed upon the scene. I thought I was going to lose the fight but I was only saved by returning troops and the fact that the pikemen held the enemy off with pikes and swords, but, did not let up on the pikes. I am convinced that these numbers reflect preference to lethality. Look into it yourself before you dismiss it.
Even so, a unit wil always use its more lethal weapon first. .35 is a pathetic rating for pikemen using pikes.
I am convinced what you are talking about is here;
soldier Pike_Militia, 60, 0, 0.45
Last edited by Condottiere SOG; March 16, 2007 at 07:09 PM.
I'm not the one who came up with it. It has been known since the RTW days.
http://www.twcenter.net/forums/showt...ty#post1531108
http://www.twcenter.net/forums/showt...ty#post1530278
I did extensive testing balancing lethality with attack delay.
If you increase the 'lethality' the unit will be stronger than before.
Perhaps that means the game will prefer that weapon more, but you have to take into consideration the change in the balance of strength vs other units.
"The first casualty when war comes, is truth." - Hiram JohnsonDeveloper of The Long Road Modification
Sorry to argue the point, but I see no conclusive evidence to suggest that is the definition if the final number. Sorry. I don't agree. It's your mod and its great. I'll just play it my way. My game seems very balanced now.
Infact if you look at the top of the edu you will notice the last number for stat_pri is not lethality like in RTW, but instead it is:
Which im not sure what it does exactly.; Skeleton compensation factor in melee. Should be 1
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.
Sure seems to act like it always has.
Try the balancer edu I have in the sticky.
It basically has all the units set equally.
Try two units with the same animations and then adjust their 'lethality or whatever' and the one with the higher number will be stronger.
I'm at least sure that it has an effect on kill rate.
"The first casualty when war comes, is truth." - Hiram JohnsonDeveloper of The Long Road Modification
Never said that it didn't. Maybe it does both prefer and enhance. All I know is that when I run my pike men, they keep their pikes unless in a very bad melee. Weaker units run from them and strong units give up trying to get past the pikes. Cavalry(even 'force' 1.35 cavalry) just dies and retreats. Although, I haven't noticed that my pikemen are more powerful, just more focused.
Last edited by Condottiere SOG; March 16, 2007 at 09:59 PM.
Thanks and please do so.
"The first casualty when war comes, is truth." - Hiram JohnsonDeveloper of The Long Road Modification
Yeah, it appears to be a compensation factor for the animation attack speed or something, it does not seem to work exactly like in RTW.
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.