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September 28th, 2004, 08:30 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: cho-ku-no mod aviable at [url]www.illwinter.com[/url]
I downloaded your mod 
I think like Deathdemon suggested a base prec of 10-12 and a prec of the Cho-Ku-No of -3 is better but what is the modding command to change a weapons precision ?
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September 28th, 2004, 03:54 PM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
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cho-ku-no mod precision changed please try again
I changed the precision as suggested by DeathDemon and Boron:
men -> 10, cho-ku-no -> -5
please download the attachment (you only need to replace the cho-ku-no.dm file) from this message and say me if you like it better. I find it makes the cho-ku-no even more deadly. But maybe Tien-Chi needs a bit of a punch ?
The mod command to change the precision of weapons is
#att -3
The mod command to change the precision of a unit is
#precision 10
(replace -3 and 10 with your own values)
Small images: yes, i have to make bigger unit graphics.
In one of the homepages of the cho-ku-no is speculation that indeed peasant boys were used for the weapon, but only to refill the arrow magazine. Before i finish the new graphics let's assume that the cho-ku-no is thinked as a "weapon for the weak" in the Tien-Chi empire. So only very young or small soliders take it, while there bigger comrades prefer heavy armor and longer weapons.
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September 28th, 2004, 04:37 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: cho-ku-no mod precision changed please try again
Hm too bad that you don't have them with S&A theme or BK theme  .
If you replace the 10 gold 9 resources archer with your Cho-ku-no wearers would then the themes be able to use them too ?
They spread imo still a bit too much .
A few suggestions :
Cost 20 gold 20-25 resources .
But strat move 2 , precision 10 , weaponprecision -2 , range 25-30 .
My reasoning :
The tien chi base archer costs 10 gold 9 resources and has a composite bow with 12 damage , + 1 precision , range 35 .
So you can afford almost 2 base archers for 1 Cho-ku-no .
Then with 2 archers you have overall far better firepower than with 1 Cho-ku-no man because the range is farer and precesion is 11 .
Both the tien chi base archer and your Cho-ku-no man have the same other stats + a short sword .
Atm the base archer has strat move 2 though so he is overall more useful than the Cho-ku-no
Your idea with the Cho-ku-no "archers" is perfect for tien chi . Very stylish
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September 28th, 2004, 04:53 PM
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Corporal
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Join Date: Mar 2004
Location: San Diego, California
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Re: cho-ku-no mod precision changed please try aga
I think they are tough to use becuase of their accuracy, but since they fire a lot they have a better chance to hit big Groups and therefore the men will gain some experience quickly to a point where they will be effective. Friendly fire is probably acceptable as most of the units in T'ien Ch'i are not something you need to worry about losing.
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September 29th, 2004, 03:15 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: cho-ku-no mod precision changed please try aga
Quote:
Horst F. JENS said:
In one of the homepages of the cho-ku-no is speculation that indeed peasant boys were used for the weapon, but only to refill the arrow magazine.
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What?
An auto-loader firing peasants ?
Sorry, couldn't resist
Downloaded the mod from Illwinter to have a look at it.
Is v0.1 the latest Version? There are some issues methinks:
Xbow attack (=prec) is 0. Unit prec is 3.
Shouldn't this be -5 and 10 resp. ??
While they are fired from a crossbow and have steel tips, they are too low-powered to be armor-piercing (in reality).
Game-wise, DAM 8AP is just too much for a weapon with lousy damage. Better make that 8 standard.
Would be nice if we could add poison damage one day ...
Maybe setting a number of attacks for a weapon will then work as well...
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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September 29th, 2004, 03:38 AM
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Corporal
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Join Date: Mar 2004
Location: San Diego, California
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Re: cho-ku-no mod precision changed please try aga
The latest Version is in the attachment up a couple Posts
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September 29th, 2004, 06:16 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: cho-ku-no mod precision changed please try aga
Ok, had a look at it (298842-cho-ku-noV0_2.zip)
It still says "#Version 0.1", by the way ..
The bolts are still "#armorpiercing", what makes them way too strong IMHO.
"#mapmove 1" is too low. The other units with #armor "Full Leather Armor" / #armor "Helmet" have a map move of 2.
"#ap 9" is too low, too, as it will be reduced further by encumbrance. Haven't tested, but I think they'll end up with tac move of 5 or something, en par with the heaviest ulmish infantry. And wouldn't be able to retreat without being run down, ever.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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October 11th, 2004, 04:38 PM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
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new Version 1.3 , please playtest before i upload
first, thanks for all your effort and input. I just guessed much of the values (or thinked nothing at all) and take your critiq very serious. Special thankx to Editr (JonPickens) for his long email and suggestion of the coral weapon. I would love to hear your comments before i send the mod to illwinter.
whats new on Version 1.3 ?
# Version Number
# Chu-ko-nu Men with 2 shoot, each damage 4 and weak poison damgae (dam5)
# heavy Chu-ko-nu crew (Commander) with ballista-like weapon, fires 3 shoot, each damage 10 armorpiercing.
# better graphics
#lot of small changes
my questions:
have you suggestions for unit price / resource cost ?
Is there a way to mod the castle defense bonus ?
Do you think i should replace the pike from the heavy1
chu-ko-nu crew and instead go for 4 shoot / no melee weapon ?
Do you think i should make also an better protected elite chu-ko-nu men with prot 13, res 20 for anti-archer role ?
Shall i replace the defense forces with chu-ko-nu men ?
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