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Re: Mod - Improved Light Cavalry
a question, how mods which deal with the same parameters (changing the same unit eg) supercede one another?
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Re: Mod - Improved Light Cavalry
>a question, how mods which deal with the same parameters (changing the same unit eg) supercede one another?
I saw a comment from IW that suggested that mods that affect the same thing may be problematic in multiplayer. Seems the sequence of mod loading might be different on different machines. This might lead to different stats on things in the same game but on different PC's. I'll do some testing and see how bad I can make it from my end. |
Re: Mod - Improved Light Cavalry
>After failing to get Alex's mod off the dom library
Sunray has my mods on his site. Illwinter told me they have them up on their site tonight. |
Re: Mod - Improved Light Cavalry
>a fear ability to represent the greater stress they could apply. This is not just about fear but about representing the overall impact of aggressive LC.
Hrm, fear is supposed to be the supernatural kind. After all, many troops/creatures in this game are downright scary (Emerald Guards, Knights, Summer Lions, Minotaurs) but don't generate extra fear beyond the normal morale affect by causing combat losses. On the other hand I see what you're getting at. In many ways LC would cause a disruption in the enemy ranks due to the threat of being attacked from the flank/rear. Still, this is hard to model in the game as writen. I don't like the idea of using fear for this, as it would be applicable to a multitude of other troops as well (for a variety of reasons). Perhaps an overall speed modifier? The average tactical speed of each army could be measured at battle start. The slower army could lose speed and/or defense skill off their stats, as a simlation that they are limited due to the stresses of being outmanuvered. Of course we would have to get Illwinter to do this sort of thing, as it's beyond the mod tools capabilities. |
Re: Mod - Improved Light Cavalry
I concur that these changes are welcome...They still aren't sufficient to make LC interesting to build IMHO http://forum.shrapnelgames.com/image...s/rolleyes.gif
As long as "Skirmishing" can't be done, there's no rationale for using expensive LC to shoot instead of cheap foot archers, or unprotected LC for shock instead of sturdy HC... |
Re: Mod - Improved Light Cavalry
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Leadman |
Re: Mod - Improved Light Cavalry
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if [distance_to_closest_enemy < own_AP / 2] then move_back[ own_AP / 2 ] endif That should be enough to make LI and LC worth buying. |
Re: Mod - Improved Light Cavalry
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I do not think this ability should be given to all LC. Much LC was low aggression and there to shoot arrows, worry at flanks and stay out of harms way. Fire and flee covers the way Pechnegs generally fought pretty darn well. Representing these LC's ability to skirmish by increased def seems a good approach for now. I think Illwinter could have been a bit looser in giving out fear to really big creatures like Giants. Seeing the look on Gandalfs face as the Trolls burst through the gate at Minis Tirith was a good even if it would have been better with the Witch King coming through. I guess what held Illwinter back is that a Giant shouldn't be afraid of a Giant. Not having any Giant races in the WoTR mod I'll be giving Trolls a low fear rating. re LC and missile fire. Unfortunately for LC massed foot archery was pretty deadly and the only solution is to ride off or charge. Even small amounts of missile troops proved useful for supporting HI against LC. In dom its actually pretty easy to put arrow catchers out the front with orders to keep them out of harms way and this keeps the LC fairly safe. I was thinking Last night about the Barbarian Kingdom HC. In the ancients rules I play these are currently represented as either charging cavalry or Cataphracts as there is evidence for wide spread usage of horse armour and the riders were heavily armoured. That being the case I'm going to upgrade the HC's armour which will aid the syncronicity between the LC's archery and HC's lances as their is nothing as frustrating as wiping out your HC with archery while they pursue the enemy off table. I wish those bloody archers would ignore any target which has an intervening friends close to it. Its not like archers really did shoot into close combat with the threat of killing their own side unless directly instructed. They stopped, had a smoke, read the newspaper, made a cuppa and waited for the next opportunity . http://forum.shrapnelgames.com/images/icons/tongue.gif re prec for HC I have actually raised this from what it was just not so much as the LC's. My understanding is that armor that was both full and heavy was a significant impairiment to firing a bow. Illwinter dropped all their precisions to 8 presumably due to the difficulty of firing a bow from horseback. I think this is way harsh on a peoples who learnt to ride before they walked, whose legs have changed shape from so much riding young, and who specialised in the useage of powerful powers with devestating results. It was the horse archer that was the basis of the success of the Mongol, Huns, Turks etc so having BK's most useful units as being foot and LC who can't shoot straight is why I made this mod. Cheers Keir |
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