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Changing difficulty levels,

Posted: Mon Jan 16, 2006 8:53 pm
by miki
Hi gents,

If this has been covered before, you have my deepest apologies.

I don't play in normal as it's too much easy. Hard is for playing low level armies mainly made of basic units (levies, skirmishers, scouts, etc). Very hard is ok, but I need to optimize the skills and units a lot.

There's the tweaks.txt file with such valours:

// First number is the type of difficulty factor. 0 is chance to hit, 1 is health, 2 is fame bonus
// the 2nd number is which difficulty level it applies to - normal, hard, berserker
// Chance to hit
DIFF0_0 75
DIFF0_1 100
DIFF0_2 200
// Health
DIFF1_0 75
DIFF1_1 100
DIFF1_2 150
// Fame bonus
DIFF2_0 100
DIFF2_1 150
DIFF2_2 200

If you change those values to something like this:

// First number is the type of difficulty factor. 0 is chance to hit, 1 is health, 2 is fame bonus
// the 2nd number is which difficulty level it applies to - normal, hard, berserker
// Chance to hit
DIFF0_0 125
DIFF0_1 150
DIFF0_2 250
// Health
DIFF1_0 125
DIFF1_1 150
DIFF1_2 250
// Fame bonus
DIFF2_0 100
DIFF2_1 150
DIFF2_2 200

You will have three new different levels of difficulty:

Normal become a bit harder than original Hard. Adequate for low level armies.
Hard is now 50% harder than original Hard. For stronger armies but not very well balanced.
Very hard is near impossible now. Anyone will try it at 300 DIFF values?

Posted: Mon Jan 16, 2006 9:12 pm
by grimsta
Hmmmnn, this is very good for all those who want a little bit more of a challange.

I was thiniking actually, why dont we bundle all the tweaks we have made and release a "Community Mod" ?

Posted: Tue Jan 17, 2006 12:54 pm
by spedius01
Ave miki,

Good job, well spotted. (miki03)

If I may recap:

// First number is the type of difficulty factor. 0 is chance to hit, 1 is health, 2 is fame bonus
// the 2nd number is which difficulty level it applies to - normal, hard, berserker

// Chance to hit = difficulty factor, therefore
DIFF0_0 75 = DIFF(difficulty factor = Chance to hit)0_(difficulty level = normal)0 75
DIFF0_1 100 = DIFF(difficulty factor = Chance to hit)0_(difficulty level = hard)1 100
DIFF0_2 200 = DIFF(difficulty factor = Chance to hit)0_(difficulty level = berserker)2 200

// Health = difficulty factor, therefore
DIFF1_0 75 = DIFF(health)1_(normal)0 75
DIFF1_1 100 = DIFF(health)1_(hard)1 100
DIFF1_2 150 = DIFF(health)1_(berserker)2 150

// Fame bonus = difficulty factor, therefore
DIFF2_0 100 = DIFF(Fame bonus)2_(normal)0 100
DIFF2_1 150 = DIFF(Fame bonus)2_(hard)1 150
DIFF2_2 200 = DIFF(Fame bonus)2_(berserker)2 200

I do hope this helps?

Vale

M. Spedius Corbulo

Posted: Tue Jan 17, 2006 1:08 pm
by spedius01
grimsta wrote:Hmmmnn, this is very good for all those who want a little bit more of a challange.
I was thiniking actually, why dont we bundle all the tweaks we have made and release a "Community Mod" ?
Ave grimsta,

Nice suggestion, but we're a long way away from being able to do this, at the moment.

If you check out the growing list in the "sticky" post you will note that the items are scattered about quite a bit. No pattern or overall strategy has yet emerged, everything is random, as we find them we post them.

Until such time arrives, when all areas of Legion Arena have been explored and modded, I think it possibly a bit premature to be thinking of "Community mods". That will come!

Don't be discouraged by the general negative tone of this post. Please do keep the suggestions rolling in, once the've been posted they become the recorded history of the modding process of Legion Arena.

Vale

M. Spedius Corbulo

Difficulty

Posted: Wed Jan 18, 2006 3:44 pm
by honvedseg
A number of the early to middle battles in LA are difficult enough as is, but the challenge doesn't grow quite as rapidly as the army's ability to cope with them. By the end, all of the battles end up as foregone conclusions, even at the Very Hard setting, with 20-30 casualties against a string of 300 to 400 kills. What is needed is a revised set of scenarios and orders of battle, giving a few new surprises and twists in the earlier part of the campaign (but not necessarily harder) and increased challenges in the later going.