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Thread: Artillery damage

  1. #1
    Ikko-Ikki
    Join Date
    May 2010
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    16

    Icon5 Artillery damage

    I've been having a go with the DBEditor 1.8 and altering aspects of Darth and Team's Great mod to my idea of what i'd like it to be. Personal choice here, in no way am i having a dig . I'm a total amateur at modding and I've worked out some stuff, doing trial and error and allot of forum searching, but i've now got a problem i cant solve:-

    For some reason all my artillery is doing insane amounts of damage which is wierd as ive not touched anything to do with them ( or i think not ) all cannons are doing 300+ damage except for the small 3lbs and rockets which are on 70+. Now i went onto the Projectiles tables to check and the damge values are their original levels 27,42 etc and when im on the campaign map all the unit cards for the artillery say the same thing 27,42 etc its only when i go onto the battle map that the firepower goes through the roof. Anyone able to tell me whats going on? Is there something in the KV_Rules table that might cause this?

    Also percussion shells even b4 the above problem occured were doing insane damage, direct hit could kill 40-50 guys any help on what values/colums i have to change to reduce this and in which table? im guessing projectiles_explosions but im having no luck with what i've tried so far.

    As always guys any help is greatly appreciated.
    Last edited by TommyB; November 21, 2010 at 05:10 PM.

  2. #2
    bwc153's Avatar Supai
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    Default Re: Artillery damage

    Its intentional. Darth did this because cannon balls were not perfect and would often fragment when they struck the ground, thus causing horrendous casualties among nearby soldiers.

  3. #3
    Ikko-Ikki
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    Default Re: Artillery damage

    Forgive me if im wrong but do you mean that 300+ firepower on artillery is what it should be in DMUC 6.2 during battles ???? and i never noticed it? ( is possible i didnt )

    Or are you on about the howitzer percussion shells DMG, in which case, i know its high but i'd like to reduce it drastically and would like to know which colums, in which tables, i should alter.

  4. #4
    bwc153's Avatar Supai
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    Default Re: Artillery damage

    I am not sure about the 200+ thing (maybe doing this can cause the 'splash damage' thing to occur), but the 40-50 men casualties is intended, although it is slightly too much IMO as well.

  5. #5
    DARTH VADER's Avatar DARTIS
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    Default Re: Artillery damage

    You changes values you do not know which are? How can anyone be able to help you? Revert to DarthMod and try again.

  6. #6
    Ikko-Ikki
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    Default Re: Artillery damage

    Thanks for replying Darth ( great mod by the way ) what i was hoping is that someone who knows better than me what affects artillery could tell me what could cause this leap in damage from campaign map to battle map. If you know that changing colum X in the table XX would cause this then you dont need to know what i changed. You just would be able to look at the result and then tell me which table, colum, figure would cause the same result.

    e.g. guys all my men a charging really slowly what do i change to speed it up? Oh well go to Darth core find dath mod battle entites and change colum 8.

    Now i've changed allot in the KV rules table, is there anything in there that would cause damage of arillery alone to jump to 300+ firepower on the battle map? What i find strange is that the firepower is normal levels on campaign map 42 etc its just when the battle loads and you check damage that its gone to 300+.

  7. #7
    Wimmer
    Join Date
    Jul 2009
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    119

    Default Re: Artillery damage

    How many guns do you have in each battery? The value of 42 or whatever it says in the unit card on the campaign map is for one gun only, and it was the same in vanilla as far as I recall. So, if in your modding you increased the number of guns per artillery unit, the total firepower of a unit could get quickly out of hand. Hope this helps.

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