Units rebalancing - how do I put to the test?

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Elorin

Recruit
Hello,

* If this the wrong forum to ask I'm sorry, please let me know where is the right place for these type of questions.

I'm having my first steps in modding and I was wondering:
Suppose i would like to edit a pikeman's weapon's length and let's say change it to 340 where a lancer's lance is 240 at max.
Or, just changing some combat skills of a mamluk & a knight.
How do I check this?
Quickbattle is a good indication or do I need to set a campaign?

Many thanks.
 
Sorry, i'll rephrase:

will be balancing, and that will be the length of the pike (default, in my part. just for learning sake).
be that awpike or else.

I'm sorry, I've just started so i'm not entirely swimming here :/
 
There's no easy way. Basically you want to script test code that would allow you to recruit a standard kingdom party composition and test it against a party with some other standard kingdom party composition.
You don't increase weapon length arbitrarily, you'll get a ghost weapon that the player will be unable to use properly since its tip would not be where he can see it.
 
Hmm, good point, I was afraid of that (always is...).

That's how the "pros" do it?
Maybe you can give me an advice on the matter?
What I mainly claim is that the knights are a superweapon on the field and must be countered, in all factions, with "long pikemen".
The pike should, if i understand correctly, cause enough damage to counter the horse or the rider.
So, beside the length which should supposely give an edge (hence; safe distance) - what should be better?
Giving them better polearms prof. ?

The 'baby steps' I thought on taking were just a few modifications to rebalance the units a bit.
The way I see it, i'm trying to make the units - to themselves more even, or at least giving the right "counter" to the rest.

If you got any advice on the matter, or if there was \ is  already a discussion i'm not aware of i would like to know this information.
(I know people already discussed that, so I would like to know where this post should be belong to).

Many thanks for your comment.
 
There are a number of problems with long pikes - first not all troops will use them, unless you get rid of every weapon except for pikes. Secondly, pikes are bloody useless in close combat - if you've removed all the other weapons in their inventory, they can't do anything once an enemy gets closer. The overhead smack with a pike would also need to be removed, as it would look ridiculous and only the stab rears horses. There is no "safe" distance for bots as they will run around doing their own thing unless you order them to hold and/or stand closer.

What people do to address these problems is implement dynamic weapon switching (Native does this slightly better now, but still doesn't guarantee pikes), and give them bonus against horses/mounted riders.
 
ok, that was a very informative...

So, mounted knights \ pikemen still remain a superweapon?
do you know of any mods who implemented the dynamic switching or other solution I can play and learn from?
I'm also looking for a singleplayer challenge on the way.

Thanks for your answers so far. More than what I expected to learn.
 
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