Conversation Between Asterix and Polycarpe

6 Visitor Messages

  1. thanks. i'm probably going to remove lock_morale for most of the units that have them, besides papal guard units, etc.
  2. Remember the mini tutorial of the EDU?, the vaue I've told you is what is the morale. Also take note about this part:

    stat_mental 5, normal, untrained

    The first term is either normal or impetuous, which will add the trait "May attack without order", it increases slightly the morale.
    The second term is divided into three terms; untrained, trained, highly_trained. This will makes the AI to act differently and you should increase the morale value depending on the used term.
    You have also a entry called lock_Morale which makes the unit to fight until they die.
  3. right, one more question, as PB seems to be too busy to reply. how do morale modifiers work? are they an actual value that is somewhere present in the SS folder, or are they added on to the base morale value in export_descr_unit? sorry about all the questions, i'm soaking behind the ears
  4. thanks-i thought that the stat_pri numbers for missile troops applied to something besides missiles. further editing in progress
  5. Well, if you want to actually change the damage value, it's not in descr_projectile but in the Export_descr_unit. Here's a basic explanation on a unit entry:

    unit entry type Lusitanian Javelinmen
    dictionary Lusitanian_Javelinmen ; Lusitanian Javelinmen
    category infantry
    class missile
    voice_type Light
    banner faction main_missile
    banner holy crusade
    soldier Lusitanian_Javelinmen, 48, 0, 0.8
    mount_effect elephant +6
    attributes sea_faring, hide_forest, can_withdraw
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 8, 2, javelin, 55, 8, thrown, missile_mechanical, piercing, spear, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap, thrown
    stat_sec 8, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 0, 4, 3, flesh
    ;stat_armour_ex 0, 4, 5, 0, 4, 3, 3, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 1, 0, 2, 0
    stat_mental 5, normal, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 330, 100, 75, 55, 330, 4, 80
    armour_ug_levels 0, 1, 2
    armour_ug_models Lusitanian_Javelinmen, Lusitanian_Javelinmen_ug1, Lusitanian_Javelinmen_ug2
    ownership portugal
    era 0 portugal
    era 1 portugal
    ;unit_info 8, 8, 7


    Spoiler Alert, click show to read: 
    So, what's in blue is the number of units in a company, beware that it's the number for a small setting, so for normal setting, just add 1/4 of the value and that will be the number (so it's equal to 60)

    What's in red is the damage value of a weapon, change as you want.

    What's in magenta is the charge bonus value, again, change as you want.

    What's in pink is the range of a ranged weapon, there's an established limit that are displayed in the descr_projectiles file, if it's too high, it may causes CTD.

    What's in green is the armor value.

    What's in indigo is the defense skills, this value drops to 0 when they are attacked by flank, behind or ranged weapons.

    What's in gray is the shield value, it's dropping by half when it faces AP or the unit is flank attacked.

    What's in cyan is the morale value, the higher it is, the harder the unit will rout.


    If you want further info, just ask me
  6. Hey, St. Polycarpe, question about the descr_projectile.txt file. if i wanted to change the damage a projectile inflicted what value would i change? thanks
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