Re: XAI: Units optimization
Units optimisation has not only to do with their stats.
It has to do with their status.
The most FAMOUS example in Attila is that ALL Roman generals are on foot! Even the Emperors!!!!
It seams that the CA/SEGA developers had brilliant History School teachers when they went to school!
Re: XAI: Units optimization
You know there is a mod for that.
Skidivar's bodyguards
Ok question for anyone, How much do you feel would be fair for an onager unit? I am thinking around 500gp and 250gp maint for small and 750gp and 350gp.
Re: XAI: Units optimization
Quote:
Originally Posted by
xeryx
You know there is a mod for that.
Skidivar's bodyguards
Ok question for anyone, How much do you feel would be fair for an onager unit? I am thinking around 500gp and 250gp maint for small and 750gp and 350gp.
Thnaks I will try that mod.
Now for onagers.
Depends of how many machines a unit includes.
That number is crusial because.
Such a unit MUST be able to create atleast a hole on enemy walls with -atleast its maximum ammunition-.
Things getting more complicated with onagers because men are not walls.
A huge rock can smash 3-4 people but also can hit NONE! How can we reach a accurate performance against solid targets and moving/wide spread ones? :yes:
Re: XAI: Units optimization
Ok so how do I get them to scale with unit size?
I think 2 at small upto 6 at the largest wood work..hehehe
I have worked on naval unit ranges today and lowered the requirement for XP for naval units, because they only get xp for battles.
Re: XAI: Units optimization
Hi Xeryx. I'm having solid fun playing Antes campaign with your mods. The diplomatic side of the mod is really top notch. The way the tribes interact with each other really helps the immersion.
Battle AL is surprisingly solid as well. Getting flanked by enemy cavalry every battle was a really nice surprise. It's especially fun on maps with thick forest area. I was suprised a few times by opponents Cav charging at my flanks from the woods.
I haven't played vanilla but I did go through a few popular Atilla mods and I have never been flanked by cavalry there so great job.
The only thing I believe needs work is the morale system.
I like to play battles on normal difficulty as to have more realistic battles.
And seeing a unit of low levy troops being cut down to 10 percent of their initial force— fighting pretty much surrounded with dead general and not routing is pretty unrealistic.
And the most annoying thing is when my Cavalry is being thrashed by archers in melee combat.... I mean a full cavalry unit charging an exposed archers/singers should rout them pretty fast. Instead my Cav spends most of the battles charging enemy missile units and by the battle end the missile units are still active. I have seen archers cut down to 5 men still fighting against cavalry in melee...
Like I mentioned before I do battles on Normal so any chance to adjust the morale to act more realistic on that level or at least lower the morale of levy and all missile units?
I assume that morale also gets a boost with higher difficulty levels?
Re: XAI: Units optimization
Hey Arturo!
Glad you are enjoying it, I am working on a couple of morale changes, first it was too hard, then it is too easy. The morale is just hard to adjust to every situation, but you make a good point on the charges. Yes, there is a difficulty boost. I will add some more penalty to that, I should have a newer version up this weekend. I am working on occupation right now as I have figured out how that all works. I have also been adjusting the diplomacy to hopefully not be so annoying asking for alliances and such every dang turn.
Re: XAI: Units optimization
I found an error in the morale system, the exhausted troops were not receiving a -4 morale penalty. I also upped the penalty for the unit's losses. I upped the the rear charge penalty to -10.
I will post the newest version up tonight.
Re: XAI: Units optimization
Once again, I have no idea if it's related to your mods. Just wanted to share that the Garamantian units are brutally tough! (I'm playing the WRE.) I'm not talking about the difficulty settings or the AI, just their units. Their Desert Legionary Defectors, for example, cut through my Armigeri Defensores like nothing else I've encountered. I've even seen their Desert Bowmen defeat my Scholae Palatinae cav., in melee!!! Don't know their diet, but I want some of that!
Whereas one of my standard armies can take on 2 stacks of any other faction I've fought without serious problems, even 1:1 engagements with the Garamantians can be tricky. It took some serious effort and most of my armies to get rid of those mofos. Pardon my French. Now I can relax again and fight "regular", almost boring, legendary-level battles...
Re: XAI: Units optimization
Hi.
Doesn't it have something to do with their bonuses for fighting in the dessert, davewolf101?
Re: XAI: Units optimization
Quote:
Originally Posted by
Acolyte212
Hi.
Doesn't it have something to do with their bonuses for fighting in the dessert, davewolf101?
Yeah, sure. But the Gaetulians have the same modifier AFAIK. And they weren't even remotely as tough as the Garamantians. The latter felt like the elite of the elite.
Re: XAI: Units optimization
There are a lot of units as I am going through the game, that are pretty unfairly balanced, even as an elite. Some of the units are like having us go up against Seal team 6. I have set defined limits to max values for a unit. The range will be from 10 to 85 for skills, and this will include any leveling and traits. There is a melee attack modifier, it acts as a bonus to all melee attack, in the BAI that could have been contributing as well. Because once you get beyond the levels of melee defence you can get a pretty unbalanced effect.