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Thread: increased radius for orcs, bestigors, ogres and trolls

  1. #1
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    Default increased radius for orcs, bestigors, ogres and trolls

    thought i would put this idea out there. I have already got working edu entries. first though to explain than i will show examples.

    the large units in game are overlapped together in battle cause they are using standard mans radius of 0.4. to let large units space out in battle and take up space in proportion to their apparent model size. I increase radius.

    some already know what i am talking about but "problems" arise from this. namely that it increases the target of the soldier so that it absorbs more hits and less misses.

    I use two radii for these units.

    for black orcs and bestigors i used 0.6

    with biguns, ogres and trolls i use 0.8

    the height remains unchanged as an attempt to reduce the height causes issues when fighting cavalry.

    now my solution was to give 0.6 radii units and extra hp. very simple

    however for 0.8 it takes a lot more. namely an increase of 1 hp, +10 attack, +10 mount_effect, +20 charge. also for biguns mass will need to be increased 30. These changes (by figures alone) would suggest the unit would be unbalanced but they are needed to rebalance the units.

    type Black Orcs
    dictionary Black_Orcs
    category infantry
    class heavy
    voice_type Heavy
    accent Orks
    banner faction main_infantry
    banner holy crusade
    soldier Black_orcs, 50, 0, 4.5, 0.6, 1.7
    officer Boss_Black_orcs
    attributes sea_faring, hardy, can_withdraw, command, warcry
    formation 3.0, 3.0, 4, 4, 8, square
    stat_health 3, 0
    stat_pri 12, 6, no, 0, 0, melee, melee_simple, slashing, axe, 0, 1
    stat_pri_attr area, launching
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 10, 4, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 0, 1, -4, 0
    stat_mental 16, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 2750, 550, 100, 100, 2750, 2, 200
    armour_ug_levels 6
    armour_ug_models Black_orcs
    ownership turks, aztecs, slave
    info_pic_dir merc
    ;card_pic_dir allgemein
    recruit_priority_offset 20


    type Chaos Troll
    dictionary Chaos_Troll
    category infantry
    class heavy
    voice_type General
    accent Troll
    banner faction main_infantry
    banner holy crusade
    soldier Chaos_Troll, 4, 0, 100, 0.8, 1.7
    ;mount_effect horse +10, camel +10
    attributes sea_faring, very_hardy, frighten_foot, frighten_mounted
    move_speed_mod 0.9
    formation 6, 6, 14, 14, 1, square
    stat_health 12, 0
    stat_pri 48, 63, no, 0, 0, melee, melee_simple, blunt, axe, 0, 0.8
    stat_pri_attr launching, area
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 25, 10, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 1, 0
    stat_mental 28, impetuous, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 5, 8000, 1600, 100, 100, 8000, 3, 20
    armour_ug_levels 4
    armour_ug_models Chaos_Troll
    ownership aztecs, denmark, teutonic_order, lithuania, novgorod, norway
    info_pic_dir merc
    ;card_pic_dir allgemein
    recruit_priority_offset 30


    trolls are different than ogres and biguns. they were originally given a stat delay to balance them so to rebalance you simply make the stat delay 0 along with adding extra hp.

    type Ogres chaos
    dictionary Ogres_chaos
    category infantry
    class heavy
    voice_type General
    accent Ogres
    banner faction banner_ogres
    banner holy crusade
    soldier ogres_chaos, 12, 0, 30, 0.8, 1.7
    mount_effect horse +10, camel +10
    attributes sea_faring, hardy, can_withdraw, warcry, mercenary_unit
    formation 3.0, 3.0, 4, 4, 4, square
    stat_health 8, 0
    stat_pri 31, 41, no, 0, 0, melee, melee_simple, slashing, axe, 0, 0.8
    stat_pri_attr area, launching
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 15, 9, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, -4, -2
    stat_mental 25, impetuous, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 4, 6500, 1300, 100, 100, 6500, 2, 200
    armour_ug_levels 2
    armour_ug_models ogres_chaos
    ownership slave, denmark, teutonic_order, lithuania, novgorod, norway, aztecs, turks
    info_pic_dir merc
    ;card_pic_dir allgemein
    recruit_priority_offset 20


    ogres require to rebalance 0.8, 1.7 change

    +10 attack
    +10 mount_attack verus horse and camels
    +20 charge
    change skeleton compensation factor from 1 to a new value of 0.8 (also for troll, skeleton compensation factor change as well)

    biguns require one extra step if you use 0.8 radius. you must change their mass from 3 to 30 to help them in their charge.

    there may be a better way to make extra radius units work better. I know reiksfart played with this as well and am open to any input anyone wants to offer.

    i am bringing this subject up here as this game has a large number of super sized models.

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  2. #2

    Default Re: increased radius for orcs, bestigors, ogres and trolls

    Interesting, thanks for that. I tried changing radius as well, but it seems I have been to timid with the changes. (0.8 seems like a really big change, as well as mass of 30 for biguns). I'll have to try it out if I real life ever lets me to play again
    And if I may ask: what is the effect of delay on ogres? I messed around with it, but didn't observe much difference, especially for such a low value.

  3. #3

    Default Re: increased radius for orcs, bestigors, ogres and trolls

    Just forget the last question, I messed up skeleton compensation factor for delay...

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