Cavalry Charge Strength
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Re: Cavalry Charge Strength
hmm, taking economy aside, I suggest you to have a look for the newest submod made by me and Sonic... yeah, this is for LOTR-TW, but this was done in implementing Nusantara TW's lastest battle mechanic system (no more missile bug, or overpowered things. and based on 2 HP), bar the cost-upkeep and recruitment system (make to be more suitable for middle earth)
as long as you didn't complain about the 3 HP extra strong elves and dwarves (heck. one are immortal and one are the toughest being on middle earth), and in average, having better morale to withstand trolls fellbeasts, and hordes of orcs, the battle balancements is pretty much the same.
http://www.twcenter.net/forums/showthread.php?t=447887
need LOTR-TW version 2.08
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cavalry is basically have strong charges, but if they aren't the heavy cavalry kind, they will be cut down in melee, and oh, 2 HP also meant if you don't properly soften or disorder the enemy ranks, the charges will be failed.
the only things we omitted from the balancements are "thrown" attribute, since it can kill sauron very quickly
as long as you didn't complain about the 3 HP extra strong elves and dwarves (heck. one are immortal and one are the toughest being on middle earth), and in average, having better morale to withstand trolls fellbeasts, and hordes of orcs, the battle balancements is pretty much the same.
http://www.twcenter.net/forums/showthread.php?t=447887
need LOTR-TW version 2.08
=======================================================
cavalry is basically have strong charges, but if they aren't the heavy cavalry kind, they will be cut down in melee, and oh, 2 HP also meant if you don't properly soften or disorder the enemy ranks, the charges will be failed.
the only things we omitted from the balancements are "thrown" attribute, since it can kill sauron very quickly
Cute Wolf- Posts : 690
Join date : 2010-06-20
Age : 35
Location : Bandung - Indonesia
Re: Cavalry Charge Strength
Untill I test it out on Nusantara's latest version, then no. Besides that means that the first jav volley won't kill lots of enemies, that's silly
Also the current Nus battle system (0.5) works very nicely, apart from a couple things.
Also the current Nus battle system (0.5) works very nicely, apart from a couple things.
Re: Cavalry Charge Strength
gamegeek2 wrote:Untill I test it out on Nusantara's latest version, then no. Besides that means that the first jav volley won't kill lots of enemies, that's silly
Also the current Nus battle system (0.5) works very nicely, apart from a couple things.
well, actually we create that submod out of boredness with historically accurate units so I decide to make some Dunlendings and Uruks but now started on hisrorically accurate NusTW models again well...
Javelin volleys are actually supposed to render shield stucked, inhibit movements, creating distractions, and overall attritions, unless it was an ambush, the javelins rarely kill on first volleys.
And mind you, low missile values maybe rip over unarmoured infantry, but in turns it cause the famed missile bug for RTW, as low value missile troops (under AI control!) will refuse to enggage enemy with armour far larger than their missile attack, even when their attack actually still harm them, UNLESS THEY HAVE AP.
According to http://www.twcenter.net/forums/showthread.php?t=61739&highlight=archer+bug Darth formations fix that somewhat (Nusantara did use Darth formations in current released version (0.5) and indeed, no archery bug in previous system, but as Sonic try to recreate the historical formations used by Javanese, Acehnese, and others, we notice that archers won't fire correctly ... well, actually the only Darth formations left (albeit with heavy modifications, was Alexandrian (say WTF if you like) pike formations for Portuguese and Theban angled Phalanx for the Dutch (tried ETW pike and shot formations but RTW AI can't use them well, especially with guns made into skirmisher units for frontal attack (negating most friendly fire done by dat ztupid AI). All native factions use formations according to Sakalanagara, Babad Mataram, and Acehnese Chronicles...
Learning from RSII EDU, who used custom formations, we tried to reduce armour and raise missile attack so they are compareble with levels of melee attacks, however, the drawback is murderous archers, so after much delibrations, coupled with some slight boredness with history, we decide to test multi HP system in LOTR-TW. Well, I did still maintain 2 version of EDU, one with 1 HP and vanishing arrows version, and one with 2HP and more powerful arrows version, both work well, but the former 1 HP won't work well with historical formations coz missile bugs...
well, some things in LOTRTW won't be present in Nusantara for obvious reasons, elven archers, and dunedain rangers, despite the general archery nerf, is actually put on still murderous scale (they are elves and dunedains!!!). While throwing weapons had much more damage but no thrown attributes (since that means several javelins is all required to took down Sauron and trolls.... NO WAY!).
I suggest you to try that, except you hate middle earth....
Cute Wolf- Posts : 690
Join date : 2010-06-20
Age : 35
Location : Bandung - Indonesia
Re: Cavalry Charge Strength
The current EDU seems to have struck a nice balance with cavalry charges. We should try to have a similar balance in future EDU systems we come up with, if we try to make a new one.
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