Thank you very much Ishan! Solved my problem!
Thank you very much Ishan! Solved my problem!
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
The more units for the fiefdoms submod //\\ The Marka barded horses submod//\\The wolf, the eagle and the crebain submod
You're welcome mate!
What is the difference between the damage types (Blunt, piercing, and slash)? Does affect damage or is it just sound?
Hmmm, good question, i'd really like to know the answer, too. (i confess i haven't read all of the thread so i don't know if the answer lies somewhere inside it)
I don't think it has to do with sound though, after reading this:Some other comments i'd like to make:
Pretty good guide! Easily one of the first ones i read on "this stuff" (if not THE 1st one, but my brain can only remember so much...) Actually i read it on another site first, heh
http://medieval2.heavengames.com/m2t...de/index.shtml
Thank you, thank you, thank you Mythic_Commodore
They can show up, it's just been recently "discovered" how to do it.
Implementing Marian Reforms in M2TW
"My garden may be smaller than your Rome, but my pilum is harder than your sternum!"
a great song ... and one more ... ok, one last
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What about the combat bonus in snow? I want to remove this bonus from some units but i dont understand wich line to delete
To modify the combat bonus in snow you have to change the forth value in this line:
"stat_ground 1, -2, 3, 2"
this is what the values mean
scrub, sand, forest, snow
My mods
-Mod Leader for the Wheel Of Time This is not the beginning, but it is a beginning
-Mod Leader for Shogun 2: Foreign Invasion if you want a mod with alot of units this is for you, not only is there the 40 units CA made theres planned to be atleast 177 NEW units when its done.
-Modder in the World War I and Shogun II project. The only full scale mod for FOTS and it plays nothing like FOTS. FOTS may have Gatling guns, WW1&S2 has tekidanto samurai, SNLF, MGs, kisho snipers, assault infantry(shotguns) just to name a few.
thank you
Is there any way to make units fire faster other then changing animations?
My mods
-Mod Leader for the Wheel Of Time This is not the beginning, but it is a beginning
-Mod Leader for Shogun 2: Foreign Invasion if you want a mod with alot of units this is for you, not only is there the 40 units CA made theres planned to be atleast 177 NEW units when its done.
-Modder in the World War I and Shogun II project. The only full scale mod for FOTS and it plays nothing like FOTS. FOTS may have Gatling guns, WW1&S2 has tekidanto samurai, SNLF, MGs, kisho snipers, assault infantry(shotguns) just to name a few.
Anyone ever encounter an upper limit to ammo? Is it equal for Main and Kingdoms?
Hello!
The value of spear_bonus_x (2, 4, 6, 8, 10 and 12) will be added to the value of the attack (in stat_pri) against the cavalry?
Example 1:
stat_pri 14, 4, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
stat_pri_attr spear_bonus_8
attack against cavalry: 14+8=22
Example 2:
stat_pri 14, 4, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
stat_pri_attr spear, long_pike, spear_bonus_8
attack against cavalry: 14+8+8=30 or 14+8=22 (in stat_pri_attr there is also the attribute spear "+8 in attack against cavalry" and "-4 in attack against infantry")
Let me know!
Thank you!
Last edited by Crociato78; September 30, 2012 at 10:17 AM.
No one knows the answer?
I'd say the best you could do is try it out with your unit against cavalry. Some of that code is for animations and having a long pike keeps the enemy cavalry at a distance as well as allows for a phalanx formation, so you do not get hurt as much by their attack strength.
I have a couple of questions myself. There is a default value for the number of ranks but it never seems to do anything, as the formation is partly determined by the descr_formations_ai file. Is there anything one can do to set a minimum number of ranks (let's say 6 ranks), so that the unit can under no condition ever reform into less than 6 ranks (including also the human player's units)?
Secondly, the fire_by_rank attribute for musketeers seems to make a unit too passive, so that it stalls and often only fires in response to incoming fire. Are there any fixes, or ideas how to correct that? I tried a stall check in the config battle AI code, but it did not seem to do much. I used the code for stalled artillery during sieges within the missile-analyser, something along the lines
<stall-test>
<!-- minimum number of ticks to collect before detecting a stall -->
<minimum-samples>900</minimum-samples>
<!-- track at most this number of samples -->
<maximum-samples>1200</maximum-samples>
</stall-test>
What do the "ticks" correspond to? Should this be very low, e.g. 1? Perhaps I need to check for stalls in battle_config? If anyone who has faced this problem with the fire-by-rank attribute had any suggestions, they would be much appreciated.
How can you put in "warcry" or "berserk" skills?
These skills aren't fully working in m2tw coding, they could potentially cause problems, here's some research on them:
http://www.twcenter.net/forums/showt...ht=lock_morale
Nice one, i'll think i adjust the unit sizes now.
Does anyone know where I can find a tutorial or discussion on naval battle mechanics? By which I mean how I can get different naval units to be balanced against each other, and things which are supposed to be better than others actually able to beat them?
Naval battles are pretty straight forward. Just adjust the stats according to how you feel they should be. Since they are auto-calced there is always a chance the weaker unit will win, but generally the one with the better stats will win. To make it less likely the weaker unit will win, give the stronger units more soldiers as well.
Naval battles use the auto-calc mechanics defined in the <autoresolve> portion of the descr_campaign_db.xml
Is there a way to increase the unit sizes? As in if there is a unit with 120 men in it and I wanted to make it a 150 man unit, would that be possible?