Tutorial Purpose – Projectile Basics.
Effecting projectiles, such as musket lethality, is something that has alluded and confounded many new modders since ETW was introduced, and this is perhaps because projectile, especially in regard to lethality, is effected by values in several different files.
First and foremost, before we begin, you are going need at least a basic grasp of the PFM, and how to create a mod. Please refer to this excellent tutorial for guidance.
Now, the files you are going to be changing are kv_rules_tables, unit_stats_land_tables, and projectiles_tables.
In kv_rules_tables, the primary value for effecting the lethality of musket fire is projectile_damage_distance_multiplier. The higher this number, the lower the casualties muskets will inflict at range. The lower the value, the more casualties muskets will inflict at range.
What the value does is effect the damage reduction of projectile fire over the distance it flies. So a value of 0 will result in no damage reduction over distance.
You can also take a look at projectile_calibration_target_area, which effects the spread of projectiles over the course of their flight, increasing the value will effect the 'dispersal area' of the projectile, reducing the chance that it will make contact with its target.
You can also take a look at missile_distance_for_half_chance_hit. It is at this range that a projectile's chance for hitting its target is cut in half, regardless of the units accuracy.
In unit_stats_land there are several ways to effect the damage of musket fire. First, and most obviously, you can change the accuracy of any given unit, effect the change that they will actually hit what they are aiming at, again, this only effect distance. You can also change the reload skill of a unit, meaning they will get to fire more shots, thereby inflicting more casualties.
Finally, projectile_tables. The simplest way, in this file, to effect the damage of projectiles is to scroll over to the value ‘damage.’ This, quite obviously, effects the damage done by a projectile thereby increasing the chance that it will kill its target. You can also tweak things such as ‘base reload time’ which determines (in seconds) how long a given projectile type takes to reload. You can also set a projectiles 'range' from this file.
There are the basics on effect projectiles.