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Thread: Extended Unit Info Mod - "Optimize your tactical and strategical decisions in EB 1.2!" [open source mod]

  1. #1
    Casual Tactician's Avatar Kihei
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    Default Extended Unit Info Mod - "Optimize your tactical and strategical decisions in EB 1.2!" [open source mod]


    The "Extended Unit Info Mod"

    ---

    "Optimize your tactical and strategical decisions in Europa Barbarorum 1.2!"


    The ExUIM gives you extended information concerning:

    Attack - Range - Lethality - AP-Ability - Morale... and all other stats in EB Rome: Total War.

    Do you know?...


    • What the range of your missile units is and how many projectiles they have?
    • If your infantry unit use a vicious longsword with 0.225 lethality or a simple shortsword with only 0.1 lethality?
    • What the (secondary) melee weapon of your missle cavalry is? An armour piercing kopis, a falcata, an axe or a mace? A normal spear, sword or shortsword? Perhaps a good longsword? Or is it an armour piercing light, medium or even heavy lance?
    • If your units suffer penalties or get bonuses when fighting cavalry, elephants or chariots?
    • What your units' morale, discipline and training level is; and what their handicaps are for fighting in forests or snowy conditions?
    • What morale your fleets have; or how many artillery pieces your siege units are equipped with and what the effect of their missles is?
    • What heat penalty and other extended unit infos your units have - during ongoing battles or when recruiting fresh troops?



    No - or only partially? Well, perhaps this micro-mod is worth at least a try... Inspired by bobbin's unit info card mod I'm pleased to present the Extended Unit Info Mod (ExUIM), that gives all you EB fans and geeks extented information on relevant unit stats, that are missing in the vanilla in-game unit cards.

    General feedback, reports on mistakes or suggestions what to improve are most welcome. If you like this mod and guess others might too, then feel free to leave a short comment, so it doesn't drop from the first page. Thanks folks! - Over 6600+ downloads so far!

    For in-depth information on what the unit stats effectuate and on how the EDU works in general, please view Aradan's exellent The Complete EDU Guide.


    To all modders and sub-modders: this mod is now "Free to use / open source" !
    Spoiler Alert, click show to read: 
    March 9, 2013: I hereby declare and make this submod "free to use / open source". So from now on any modder or mod team (for any game or any mod - be it Total War or Europa Barbarorum, or any other kind of game and mod) may use this mod as they see fit - partially, moddified or fully. The only conditions are:

    [A] this mod isn't used for making a profit/money
    [B] to post/state in this thread that you (= the modder or mod team) are using and/or implementing this mod
    [C] to give me credits in your mod and provide a link to this post/thread

    PS: Be aware that most of the content of this mod is the work of the
    Europa Barbarorum mod team and The Creative Assembly. That said, any of my work/modding may be used unfettered. This mod only contains one respectively three moddified txt-files.

    PPS: also see here.




    Contents:








    ExUIM-EUonly v1.1
    Extended Unit Info Mod - export_units.txt only
    Release: December 17, 2011

    Features - the new, "extended" unit infos:

    • Ranged: Range + Ammo + AP-Ability
    • Melee: Lethality + AP-Ability, and Attack + Charge-Bonus
    • Elephant/Chariot/Siege units: Special Attributes
    • Chariots: power_charge Attribute (only chariots have this attribute)
    • Siege Units: Number of Artillery Pieces
    • all units: stat_mental: morale, discipline & training
    • all units: mount_effect
    • all units: stat_ground: forest & snow (scrub, sand is 0 for all units, so not displayed)
    • all units: stat_heat
    • all ships: only stat_mental: morale (as all other 'hidden' values are identical)


    there are more examples of unit cards in the 'attached thumbnails' further down.
    .





    General Info:
    - There is only one file: a modified export_units.txt (EU).
    - This mod doesn't change the singleplayer or multiplayer export_descr_unit.txt (EDU) files whatsoever.
    - It doesn't interfere with other submods, if those don't replace the EU and don't change the EDU unit stats displayed by this submod.
    - It's 100% save-game compatible, bug free and doesn't cause or increase the risk of CTDs.
    - You can revert back to your default EU anytime during an ongoing campaign and vice versa.
    - It's made for Europa Barbarorum 1.2 and works fine with the RTW.exe, BI.exe and ALX.exe
    - All extended unit information is presented in the in-game unit info cards.

    Installation:
    Make sure to backup the original file before installation!
    - Download the attached file "ExUIM-EUonly v1.1.zip".
    - Place the extracted file in your "Rome - Total War\EB\Data\text" folder, after removing the prefix (ie. the []-square brackets and their contents).
    Done, and ready to go!








    ExUIM-standard v1.1
    Extended Unit Info Mod - standard
    Release: December 17, 2011

    Features - the new, "extended" unit infos:

    • Ranged: Range + Ammo (+ AP-Ability deducible from weapon category)
    • Melee: Attack + Charge-Bonus (+ Lethality and AP-Ability deducible from weapon category)
    • Elephant/Chariot/Siege units: Special Attributes
    • Chariots: power_charge Attribute (only chariots have this attribute)
    • Siege Units: Number of Artillery Pieces
    • all units: stat_mental: morale, discipline & training
    • all units: mount_effect
    • all units: stat_ground: forest & snow (scrub, sand is 0 for all units, so not displayed)
    • all units: stat_heat
    • all ships: only stat_mental: morale (as all other 'hidden' values are identical)
    • additionally the EDU shows the correct unit names and the weapon categories, to make look up of units and own modding easier (details in spoiler b)


    there are more examples of unit cards in the 'attached thumbnails' further down.






    General Info:
    - There are three files: a modified export_units.txt (EU) and singleplayer & multiplayer export_descr_unit.txt (EDU).
    - The sp and mp EDU containt modified lethality stats of six units. (full list in spoiler c)
    - This mod doesn't interfere with other submods, if those don't change/replace the EU and the two EDU files.
    - It's 100% save-game compatible, bug free and doesn't cause or increase the risk of CTDs.
    - You can revert back to your default EU and EDU files anytime during an ongoing campaign and vice versa.
    - It's made for Europa Barbarorum 1.2 and works fine with the RTW.exe, BI.exe and ALX.exe.
    - All extended unit information is presented in the in-game unit info cards, except for lethality and ap-ability, which can be deduced from the weapon category ('Bow', 'Longsword' in pic above). (charts, details in spoiler a)
    - This version is better suited if you want to make own changes to the EDU. (details in spoiler b)
    - A short manual with all important information and all weapon category charts is included in the downloadable file.

    Installation:
    Make sure to backup the original files before installation!
    - Download the attached file "ExUIM-standard v1.1.zip" and unzip the file.
    - Remove the prefix (ie. the []-square brackets and their contents) from the three txt-files.
    - Place the modified EU in "Rome - Total War\EB\Data\text".
    - Place the modified singleplayer EDU in "Rome - Total War\EB\sp game edu backup".
    - Place the modified multiplayer EDU in "Rome - Total War\EB\mp game edu backup".
    Only if you don't use the Trivial-Script-shortcuts but another or self-made shortcut to start EB:
    - Also place the the modified sp EDU (for campaigns) or mp EDU (for custom battles) in "...EB\Data".
    Done, and ready to go!


    a) List of weapon categories:
    Spoiler Alert, click show to read: 
    For the ExUIM I have sorted all weapons into various categories with similar physical design and identical lethality and ap-ability, or lack of it. The lethality of six units had to be altered a little to make all weapons fit in these categories (see spoiler c). More information and printable charts can be found in a manual in the zip-file. Screenshot from the manual:


    b) Correct in-game unit names and weapon category info in the EDU for all 461 units:
    Spoiler Alert, click show to read: 
    The sp and mp EDU now display the weapon category of the units' weapons (e.g. SWORD). This, together with not having explicit lethality and ap-ability info in the EU, makes it very easy to find or modify certain kinds of weapons with tools such a notepad++. For example you can now easily and quickly alter the lethality of all Axe or Kopis weapons.
    In addition to that the sp EDU also displays the correct in-game names of all 461 units. The multiplayer EDU only has the in-game names of round about a hundred+ units iirc; I was simply to lazy to copy and paste all of them into the mp EDU as well (NOTE: there is now - April 30, 2013 - an altered file available in the attachments by Jirisys, that has also the in-game names of all units for the mp EDU!!) - at the top of the below image you see the now correct in-game name of the unit:


    c) List of the six lethality changes in the EDU:
    Spoiler Alert, click show to read: 
    It's just a handful of changes and only lethality has been altered. The changes were made to both the single- and multiplayer EDU. I've not made any 'secret' changes - all modifications are listed and explained here.

    2 lethality-changes that correct over/under-powered units:
    If you don't agree with or like these two changes, then please simply change them back yourself. It will only take one or two minutes max. Although imho they are very plausible.

    ;330 - Thraikioi Peltastai (Thraikian Peltasts)
    ;331 - Misthophoroi Thraikioi Peltastai (Mercenary Thraikian Peltasts)

    Change: lethality from 0.26 to 0.165
    Reason: they're otherwise over-powerd; and they only use a small 1-handed rhomphaia, which had the same 0.26-lethality as the larger 2-handed rhomphaias; now they have the same lethality, and also the ap ability of course, as axes and heavy maces

    ;442 - Cordinau Orca (Scordisci Elite Infantry)
    Change: lethality from 0.12 to 0.225
    Reason: the unit description and the unit's costs suggest that they use a vicious sword similar to the 'barbarian' longsword, which has 0.225 lethality; I have the suspicion the 0.12 lethality was a slip of the pen by the team
    Spoiler Alert, click show to read: 
    Unit costs: recruitment 3151, upkeep 788. Quote from the unit description of the Cordinau Orca (Scordisci Elite Infantry):
    The Scordisci are Celtic warriors who live near Macedonia. They are famous for their use of sheering curved swords that can open wide gashes on an opponent, particularly when used by the fearsome Carduci tribe, who are most famous for them. Like the Solduros of the Gauls, in the east, the Carduci have the Cordinau Orca (Kor-dee-now Urk-ah; "Battle Boars"), the guardians of their chief, and fearsome, strong warriors. They are impetuous soldiers, and prone to charging without being ordered, but they are comparatively bold to many other Celtic warriors, and their bravery in combat allows them to overcome seemingly superior forces in some cases, and immense skill with their shields and swords makes them notable.

    4 minor lethality-modifications because of conformity:
    These modifications have next to no effect on game balance. I made these changes mainly to fit the below units/weapons into the weapon categories listed in the 'Weapon Info Charts' (see 'manual').

    ;546 - Gaesamica (Javelineers)
    Change: lethality of light_spear from 0.125 to 0.13
    Reason: now has same lethality as all other normal light_spear infantry; now fits into the SPEAR category

    ;547 - Iabarannta (Ambushers)
    Change: lethality of light_spear from 0.124 to 0.13
    Reason: now has same lethality as all other normal light_spear infantry; now fits into the SPEAR category

    ;392 - Cohors Validvm Avxiliarivm (Imperial Heavy Auxiliary Infantry Cohort)
    Change: lethality of secondary-weapon sword from 0.11 to 0.13
    Reason: the description says they use a gladius, which has 0.13 lethality for all other units; now fits into the GLADIUS category; and btw it is (or better was) the only sword with 0.11 lethality and no ap ability

    ;341 - Thraikioi Prodromoi (Thracian Medium Cavalry)
    ;342 - Misthophoroi Thraikioi Prodromoi (Thracian Medium Cavalry)

    Change: lethality of secondary-weapon sword from 0.12 to 0.13
    Reason: so they have the same lethality as all other normal swords; now fit into the SWORD category; and btw it is (or better was) the only sword with lethality 0.12










    Spoiler Alert, click show to read: 
    File key / files used by the ExUIM:

    • export_units.txt (= EU or EU.txt) --> responsible for the text descriptions and names of the units, and also the new "extended unit info" (added by the ExUIM) in the in-game unit info cards (eg. see images in the above boxes) /// used/replaced by both ExUIM versions
    • export_descr_unit.txt (= EDU or EDU.txt) --> responsible for the units' used models, animations, balance, function, stats, etc. (also see Aradan's excellent The Complete EDU Guide) /// used/replaced only by the ExUIM-standard



    How does the ExUIM work?
    It's quite simple actually... For the ExUIM I took unit stat informations as lethality, missle range, ammo etc. (for full list see the two above boxes) from the export_descr_unit.txt (EDU) and then manually included them into the export_units.txt (EU). The EU is the file that is responsible for the text informations and unit names shown in the in-game unit info cards (see the two above pics).



    How can I change/submod the ExUIM myself?
    This is also quite simple. Here's a basic despriction how to modify the export_units.txt (EU), on the basis of how to alter the existing "extended ExUIM-info" of a given unit:
    Spoiler Alert, click show to read: 
    Note: A neat free tool for this mater is eg. notepad++. But of course other similar applications are just as fine.


    1.) Choose the unit its "extended ExUIM-info" you want to change and search for that unit's entry in the EDU.
    Spoiler Alert, click show to read: 
    A) How to find a specific unit in the unmodded, "vanilla EB1.2" EDU - the best way is to...

    a) Write down or memorise the unit's in-game name - eg. "Chainon Agema (Epeirote Elite Phalanx)"
    b) Then search for that term in the EU; and after you found the entry of the "Chainon Agema (Epeirote Elite Phalanx)" in the EU, then grap it's dictionary name - ie. "greek_infantry_chaeonia_agema" [see image C]
    c) Then search for that dictionary name in the EDU. Voila, you have the EDU entry of your afore chosen unit! [see image A]

    B) How to find a specific unit in the "ExUIM-standard" EDU - simply...

    a) Write down or memorise the unit's in-game name - eg. "Chainon Agema (Epeirote Elite Phalanx)"
    b) Then search for that term the singleplayer ExUIM-standard EDU, which has all 461 units' correct in-game names added already! Voila, you have the EDU entry of your afore chosen unit!
    2.) Grab the "dictionary-name" of that unit in the EDU [see image A], and then search for that term in the EU.

    3.) Change the existing "extended ExUIM-info" [see images B and C] - or make your own new entry in the EU (note that "\n" stands for hitting enter once, and "\n\n" for hitting enter twice and so on...) or even change the EB unit description if you like.



    image A [showing the unmodded, "vanilla EB1.2" export_descr_unit.txt (EDU)]:



    image B [showing the modified, "ExUIM-EUonly v1.1" export_units.txt (EU)]:



    image C [showing the modified, "ExUIM-EUonly v1.1" export_units.txt (EU)]:



    Compatibility with other EB1.2 submods
    Compatibility with other submods depends on the files which are used by both the ExUIM and the other submod(s) involved. The ExUIM only alters the following files:
    - the ExUIM-EUonly changes the EU
    - the ExUIM-standard changes the EU and EDU (both the sp and mp EDU)
    Using other submods - which also change the afore mentioned files - together with the ExUIM may cause errors. Other submods that don't use/change the above files can be used without any trouble whatsover!
    Spoiler Alert, click show to read: 

    Detailed description of what errors can occur
    when using the ExUIM with other submods that also change/replace the EU and/or EDU.

    [note: the following info looks more complicated than it actually is, but written down en détail it seems overly complex (even to me!), but if you get the idea of how the EU and EDU - and their interaction - work, it's actually totally simple/logic ...and then this detailed description isn't really required ]:

    A) When installing the ExUIM over already/earlier installed other submods (possibly cumulative):

    • [both ExUIM-versions] the ExUIM may replace the EU.txt of an earlier installed submod --> you may possibly see false "extended ExUIM-info", as it is related to the unmodded, standard EB1.2 EDU*; so changes to stats (presented by the ExUIM) made by the formerly installed EDU of an other submod will not be shown in the in-game "extended info"-section of the unit info cards --- note!: this is a purely cosmetic error (ie. only inaccurate/false "extended" info in the unit info cards; other areas of the unit info cards are NOT affected), and it doesn't cause CTD's or the like and EB will run as smoothly as before
    • [only ExUIM-standard] the ExUIM-standard possibly replaces the EDU(s) that an earlier installed submod had installed --> the earlier installed submod will in most cases NOT work properly or at all! --- note!: this can perhaps cause CTD's or other game-breakers!

    B) When installing other submods over the already/earlier installed ExUIM (possibly cumulative):

    • [both ExUIM-versions] the other submod may replace the EU.txt of the earlier installed ExUIM --> you will in that case NOT see the "extended ExUIM-info" in the unit info cards --- note!: this is a purely cosmetic error (ie. you'll simply not get the "extended ExUIM info"), but it doesn't cause CTD's or the like and EB will run as smoothly as before
    • [both ExUIM-versions] the other submod replaces the EDU(s) --> if the other submod's EDU changes unit stats (presented by the ExUIM), you'll see false "extended ExUIM-info" for some units, as the ExUIM is based on the unmodded, standard EB1.2 EDU* --- note!: this is a purely cosmetic error and doesn't cause CTD's or the like and EB will run as smoothly as before

    * (except for the six minor lethality changes - described in "spoiler c" in the "ExUIM-standard" box - in case of installing the ExUIM-standard which includes a modded sp and mp EDU.)


    What to consider / do before using the ExUIM
    Find out which files the other EB submod(s) change/replace. If both the ExUIM and the other EB submod(s) use/replace the same files - ie.:
    - the EU in case of the ExUIM-EUonly
    - the EU and EDU (both the sp and mp EDU) in case of the ExUIM-standard
    You will, in most cases, not be able to use the ExUIM and the other submod(s) without making some own changes to the involved file(s). Otherwise you may suffer from the possible errors described in the above section (= "Compatibility with other...").
    Note: In case of doubt rather use the ExUIM-EUonly (rather than the ExUIM-standard), as the ExUIM-EUonly only changes/replaces the export_units.txt (EU) and does not change the export_descr_unit.txt (EDU) whatsoever.



    Infos for use of this ExUIM with a few other EBsubmods:
    - for Jirysys' Phalanx Mod please also view post #12 (et seq.) and post #36 (et seq.)!
    - the AI Battle Formations Mods can be used without any trouble! (ie. the used files don't overlap)
    - the RS2 Environments for EB can be used without any trouble! (ie. the used files don't overlap)
    - the Force Diplomacy Minimod can be used without any trouble! (ie. the used files don't overlap)
    - the Getting rid of giant trees can be used without any trouble! (ie. the used files don't overlap)
    - also it can be used without any trouble together with these two "pure" ALX.exe and BI.exe submods/modifications (not the "New installer for..."-version of the BI.exe though!).

    Spoiler Alert, click show to read: 
    changelog version 1.1 (compared to v1.0):
    • [standard & EUonly] swords of units that use a gladius now labeled as Gladius (in v1.0 it was 'Sword')
    • [standard & EUonly] the extended unit info now shows the correct charge bonus 1 for phalanx units and some archers; in version 1.0 it showed 0, which is the actual EDU value (note: I did this as the RTW engine displays a min charge bonus of 1 in the in-game unit info scroll even if the EDU value is 0)
    • [standard & EUonly] missing weapon info of Qala'im 'Arabim (Arabian Slingers) and HaParasim HaQdosim (Sacred Band Cavalry) fixed
    • [standard] number of artillery pieces of siege units displayed (note: the EUonly version already has them since v1.0)
    • [standard] power_charge attribute of chariots displayed (note: the EUonly version already has them since v1.0)


    additional files for version 1.1 standard:
    • [standard] NEW FILE! - April 30, 2013: there is now an altered file available in the attachments done by Jirisys for all EB-modders and EB-nerds, that has also the in-game names of all units in the ExUIM-standard v1.1 MP EDU [that is: inside the actuall EDU.txt file; not the in-game scrolls]; it thus replaces the 'ExUIM-standard v1.1 MP EDU' - note: the normal ExUIM-standard v1.1 MP EDU in the below "ExUIM-standard v1.1.zip"-file only has the in-game names for ca. 120 units --- in short: this file replaces the '[ExUIM-standard v1.1_MP]export_descr_unit'







    Simply scroll down past the 'Attached Thumbnails'-section below to the 'Attached Files' and click on the ExUIM version you want to download.

    For installation instructions and features, view the ExUIM-EUonly v1.1 section and the ExUIM-standard v1.1 section.

    Enjoy EB with the extended unit infos! - Sincerely yours, Casual Tactician

    ---

    PS: for EB-modders only:As of April 30, 2013: there is now a new, altered file available in the attachments by Jirisys , that replaces the: '[ExUIM-standard v1.1_MP]export_descr_unit'; for more infos view the changelog




    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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Name:	stand_Celtic Chariots.jpg 
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Name:	EUonly_Saka Arrmored Nobles.jpg 
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Name:	EUonly_Hellenistic Royal Guard.jpg 
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Name:	EUonly_Three-cubit Arrow Projector.jpg 
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    Attached Files Attached Files
    Last edited by Casual Tactician; May 06, 2013 at 08:06 PM.

  2. #2
    sinner's Avatar Ishiyumi no shashu
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    Default Re: Extended Unit Info Mod [NEW! - Dez 2011]

    this must have taken quite some time to make, good work.

    KINGS AND PAWNS, EMPERORS AND FOOLS...

  3. #3
    Casual Tactician's Avatar Kihei
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    Default Re: Extended Unit Info Mod [NEW! - Dez 2011]

    You bet! Though I didn't do it all in one go, so it wasn't too bad.
    Last edited by Casual Tactician; December 05, 2011 at 05:54 PM.

  4. #4
    tomySVK's Avatar Ishiyumi no shashu
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    Default Re: Extended Unit Info Mod [NEW CONTENT!] [Release: Dec 2011]

    Downloading now, great work!

  5. #5
    GRANTO's Avatar Sōkō no yari
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    Default Re: Extended Unit Info Mod [NEW CONTENT!] [Release: Dec 2011]

    very nice

  6. #6
    Aiskhylos's Avatar Senshi
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    Default Re: Extended Unit Info Mod [NEW CONTENT!] [Release: Dec 2011]

    Nice work, its always nice to see an addition to this timeless classic

  7. #7
    yuezhi's Avatar Sōkō yumi
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    Default Re: Extended Unit Info Mod [NEW CONTENT!] [Release: Dec 2011]

    nice always wanted this in EB. rep+
    all hail the flying spaghetti monster!
    __OO__
    ~(SSS)~
    ((((ISI))))

  8. #8
    Casual Tactician's Avatar Kihei
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    Default Re: Extended Unit Info Mod [NEW CONTENT!] [Release: Dec 2011]

    Glad to see you guys appreciate this small 'mod'. Thx for the feedback!

    PS: If anyone finds a mistake (hopefully unlikely, as I double-checked everything) then feel free to mention that as well.

  9. #9
    yuezhi's Avatar Sōkō yumi
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    Default Re: Extended Unit Info Mod [NEW CONTENT!] [Release: Dec 2011]

    not that it matters anyways, but the Arabian slingers are missing some info.
    all hail the flying spaghetti monster!
    __OO__
    ~(SSS)~
    ((((ISI))))

  10. #10
    Andy Mo's Avatar Yari-hei
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    Default Re: Extended Unit Info Mod [NEW CONTENT!] [Release: Dec 2011]

    Works with alx.exe, cheers.

  11. #11
    Casual Tactician's Avatar Kihei
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    Default Re: Extended Unit Info Mod [NEW CONTENT!] [Release: Dec 2011]

    Quote Originally Posted by Andy Mo View Post
    Works with alx.exe, cheers.
    Good to know, thx. If there's any trouble in future, please report it.

    Quote Originally Posted by yuezhi View Post
    not that it matters anyways, but the Arabian slingers are missing some info.
    Thanks for the report!


    If there are (many) more such mistakes and/or good ideas for missing stuff in the mod, I'll upload a new version. But for now you guys will have to fix this small error of mine manually. It's very easy though. I'll make a new section in the OP and link this post.



    Fix for missing weapon-info of the Qala'im 'Arabim (Arabian Slingers) - both versions
    EDIT: [This fix is for the old v1.0 versions]

    This fix works similar for both versions of the mod / both EU files.

    1.) open the export_units.txt
    2.) search for "Qala'im 'Arabim (Arabian Slingers)"
    3.) insert "\n\n" right in front of "Sling - range: 162.8m, ..." in the top line without spacing
    4.) save and use the fixed EU file - done!

    See attached pics as well (note: they're from the standard version, but the fix works similar for the EUonly version).
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	Arabian Slinger - Fix1.jpg 
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    Last edited by Casual Tactician; December 17, 2011 at 02:53 PM. Reason: note: the fix is for the old v1.0 versions!

  12. #12
    Principe Alessandro's Avatar Banzai jūden-ki
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    Default Re: Extended Unit Info Mod (for EB 1.2) [Release: DEC 2011]

    I bet that it isn't compatible with the jiry's phalanx mod, maybe if there is little work to be done I can edit myself the edu but I'm not sure what I'm supposed to do.

  13. #13
    Casual Tactician's Avatar Kihei
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    Default Re: Extended Unit Info Mod (for EB 1.2) [Release: DEC 2011]

    Quote Originally Posted by Principe Alessandro View Post
    I bet that it isn't compatible with the jiry's phalanx mod, maybe if there is little work to be done I can edit myself the edu but I'm not sure what I'm supposed to do.
    From the OP:
    ExUIM-EUonly: - It doesn't interfere with other submods, if those don't replace the EU and don't change the EDU unit stats displayed by this submod.
    Afaik jirysys' phalanx mod makes changes to quite a few spear units and alters e.g. lethality and/or attack skill and/or charge bonus and/or armour and/or defense skill of these units. Perhaps it makes further changes (also to other non-spear units?) that I'm not aware of... you'll have to check that yourself.

    So if you would like to use the export_units.txt (EU) of ExUIM-EUonly v1.0, you would have to implement the unit stat changes of the phalanx mod into the EU of ExUIM-EUonly v1.0, but only if my mod actually displays those unit stats. For example you would not have to implement changes to defense skill or armour, as my mod doesn't display those EDU values.

    Here's what the ExUIM-EUonly v1.0 displays / which EDU values I added to the EU (from the OP):
    'Extended Unit Info' features:
    - for all ranged weapons: range, amount of ammo and poss. ap-ability
    - for all melee weapons: lethality (
    always first entry) + poss. ap-ability, and base attack + charge-bonus
    - special attributes for elephant, chariot and siege units
    - number of artillery pieces of siege units in battles
    - stat_mental morale, discipline, training for all units
    - mount_effect for all units
    - stat_ground forest, snow (
    scrub, sand is 0 for all units, so not displayed) and stat_heat for all units
    - for all ships: only stat_mental morale (
    as all other 'hidden' values are identical)

    If you have a list of all units and all their stats changed by the phalanx mod, you only have change the entries of these units in the EU. You can find the units in the EU, if you search for their EDU dictionary name or their in-game name (see attached pics). If you're not deterred now, then good luck!
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  14. #14
    yuezhi's Avatar Sōkō yumi
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    Default Re: Extended Unit Info Mod (for EB 1.2) [Release: DEC 2011]

    is it possible to include speed? i'm itching to know which units really have the ability to perform hit and run. traits simply don't cut it since it seems all light infantry (under carthage at least) are all the same.
    all hail the flying spaghetti monster!
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  15. #15
    Casual Tactician's Avatar Kihei
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    Default Re: Extended Unit Info Mod (for EB 1.2) [Release: DEC 2011]

    Quote Originally Posted by yuezhi View Post
    is it possible to include speed? i'm itching to know which units really have the ability to perform hit and run. traits simply don't cut it since it seems all light infantry (under carthage at least) are all the same.
    I believe you are right that all infantry and all cavalry have the same base speed. I just did some tests with a wide range of various units on a 'grassy flatlands' battle map, and that's what my findings are...

    A) starting with fresh rested units, on a short distance sprint (up to 2/3 or 3/4 of the map) for example the Hellenic Cataphracts are just as fast as the Arabian Light Cavalry and the Hellenic Elite Spearmen are as fast as the Arabian Light Infantry
    B) only after running across 2/3 or 3/4 of the battle map do the 'light units' get faster
    C) all infantry units and all cavalry units seem to run more or less at the same speed, as long as they are 'fresh'

    So I assume that the level of fatigue is more or less equal to the 'speed' of a unit. And the main factors for a low fatigue level are afaik:

    1a) very_hardy/'very good stamina' followed by hardy/'good stamina' (reduces the speed at which stamina is depleted and also increases its regeneration rate)
    1b) only in hot climates: a low stat_heat penalty (measures how fast stamina is depleted and how slowly it will regenerate)
    2.) unit info card says it's 'fast moving' (I dunno what it stands for, but it was decent indictor in my tests)
    3.) body armour level: the lower the better I guess
    (note that in most cases: the higher the armour > the higher the heat penalty)

    So the best unit for hit and run tactics would be a unit with 'very good stamina', that has a low heat penalty, is 'fast moving' and has little body armour.

    Résumé: Briefly speaking... As it seems speed isn't a EDU value or at all an attribute a unit or unit's animation has (except for cavalry being faster than infantry). So there will be not entry for speed.

  16. #16
    yuezhi's Avatar Sōkō yumi
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    Default Re: Extended Unit Info Mod (for EB 1.2) [Release: DEC 2011]

    so in short, it really depends on the environment and those imaginary numbers behind stamina. I've never thought about armor but i think the stats for stamina more than makes up for that. the reason i originally mentioned light troops under carthage was because those troops are the only ones i experimented with; I always wondered why balearic light infantry move as fast as their counterparts despite lacking the 'fast moving' trait. I guess that useless stat was really the brain work of CA who figured the casual gamer wouldn't be able calculate the difference between heavy and light troops by stamina alone. also, when it's lancers vs. horse archers, i suppose the proper term is outlast rather than outrun.
    Last edited by yuezhi; December 14, 2011 at 07:42 PM.
    all hail the flying spaghetti monster!
    __OO__
    ~(SSS)~
    ((((ISI))))

  17. #17
    Casual Tactician's Avatar Kihei
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    Default Re: Extended Unit Info Mod (for EB 1.2) [Release: DEC 2011]

    Quote Originally Posted by yuezhi View Post
    ..., i suppose the proper term is outlast rather than outrun.
    That seems to nail it imo!
    Heavy cavalry seems 'slower' than light cav as they're more often and longer engaged in melee (deplets stamina faster than ranged combat afaict) and suffer from faster depletion of stamina in warm/hot climates due to heavy armour (= high stat_heat penalty); so they are simply tired/slow earlier than for example skirmisher cavalry that has less armour, is less engaged in melee, has smaller stat_heat penalty and is often also very_hardy. For heavy and light infantry it's more or less the same.

    different issue...

    These are so far my plans for the next version (v1.1) of both ExUI-Mods:

    • correct all mistakes and missing infos (atm that's only missing info for Arabian Slingers)
    • use the term 'Gladius' instead of 'Sword' for units that use either a gladius hispaniensis (units before imperial reforms) or Mainz/Pompeii gladius* (after imperial reforms).
    • Give all units that have 0 charge bonus in the EDU a charge bonus of 1 in my extended EU-info, as the RTW engine seems to give units a minimum of charge bonus 1 even if the EDU says they have zero. Atm that's only long_pikes and a handful of archer units iirc.
    • only for standard ExUIM: Add information on number of artillery pieces (e.g. 8, 4, 2 or 1) and the unique power_charge attribute of chariots (note: already in the ExUIM-EUonly v1.0)

    IMPORTANT: If anyone has found some more mistakes and/or has a suggestion for improvement, then please post those!

    * inside spoiler:
    Spoiler Alert, click show to read: 
    Afaik Roman units used either a gladius hispaniensis or in later times the Mainz gladius (only/mainly northwest Europe??) or Pompeii gladius (very common everywhere and/or mainly in the east??). Can anyone tell me if there's an umbrella term for the later gladii used in the imperial era? I'm no expert on the Romans and I was thinking of perhaps replacing the term 'Sword' with 'Gladius Hispaniensis' and 'Gladius [umbrella term]' (for units after the Augustan reforms).
    Here's my list on this issue:

    Spoiler Alert, click show to read: 
    Roman units (and one Iberian unit) that use a sword with 0.13 lethality, and the export_units.txt description describes it as gladius:
    [note: only these units would get the term 'Gladius' or 'Gladius XX' instead of the currently used term 'Sword']

    export_units.txt description of sword: "gladius hispaniensis"
    - Dunaminica (Celtiberian Heavy Infantry)
    - Hastati (Polybian Medium Infantry Maniple)
    - Principes (Polybian Heavy Infantry Maniple)

    export_units.txt description of sword: only "gladius"
    - Cohors Reformata (Post Marian Legionary Cohort)
    - Cohors Evocata (Post Marian Reenlisted Veterans Cohort)
    - Prima Cohors Reformata (Marian Legionary First Cohort)
    - Cohors Validvm Avxiliarivm (Imperial Heavy Auxiliary Infantry Cohort) [Eastern] (but lethality: 0,11)
    - Cohors Sagittariorvm Levantinorvm (Imperial Eastern Archer Auxilia)

    export_units.txt description of sword: "mainz gladius"
    - Prima Cohors Imperatoria (Imperial First Cohort)
    - Cohors Imperatoria (Imperial Legionary Cohort)
    - Cohors Praetoriana (Cohort of the Imperial Praetorian Guard)

    export_units.txt description of sword: "mainz gladius or celtic style longsword"
    - Eqvites Singvlares (Picked General's Guard Cavalry)


    Roman units without sword as weapon in EB battles, but the export_units.txt description mentions a gladius as weapon:

    - Triarii (Polybian Heavy-Spear Maniple) > "gladius hispaniensis"
    - Antesignani (Post Marian Elite Legionary Light Infantry) > "gladius"
    - Vigiles (Town Watch) > "gladius"
    - Cohors Validvm Avxiliarivm (Imperial Heavy Auxiliary Infantry Cohort) [Western] > "gladius"
    - Eqvites Praetoriani (Cavalry of the Imperial Praetorian Guard) > "mainz gladius or celtic style longsword"
    - Ala Imperatoria (Imperial Cavalry Wing) > "mainz gladii or celtic longsword"


    Roman units that use some kind of sword, but the export_units.txt description doesn't describe it as gladius:

    - Hastati (Camillan Medium Infantry Maniple) > "Italic shortsword" with 0.1 lethality
    - Velites (Polybian Skirmishers) > "shortsword" with 0.1 lethality
    - Eqvites Romani (Camillan Roman Citizen Cavalry) > "sword" with 0.13 lethality
    - Eqvites Romani (Polybian Roman Citizen Cavalry) > "sword" with 0.13 lethality
    - Eqvites Consvlares (Republican Consular Guard Cavalry) > "sword" with 0.13 lethality
    - Pedites Extraordinarii (Elite Heavy Infantry of the Italic Allies) > "kopis" with 0.11 lethality +ap
    - Eqvites Extraordinarii (Elite Heavy Cavalry of the Italic Allies) > "kopis" with 0.11 lethality +ap
    - Eqvites Thracvm (Thracian Auxiliary Cavalry) > "sword" with 0.13 lethality
    - Eqvites Hispanorvm (Hispanic Auxiliary Cavalry) > "falcata" with 0.11 lethality +ap

  18. #18
    yuezhi's Avatar Sōkō yumi
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    Default Re: Extended Unit Info Mod (for EB 1.2) [Release: DEC 2011]

    and the original gladius wielded by celtiberians?
    all hail the flying spaghetti monster!
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  19. #19
    Casual Tactician's Avatar Kihei
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    Default Re: Extended Unit Info Mod (for EB 1.2) [Release: DEC 2011]

    Only the Dunaminica (Celtiberian Heavy Infantry) have a gladius, both in the unit description and on the unit model in battles. All other Iberian sword-units use the falcata and two use a celtic sword (> Callaecae Roscaithrera*) or celtic longsword (> Milites Ilergetum). To be sure, I verified that by checking the edu stats, the unit descriptions and the unit models in a custom battle.

    * The unit description for the Callaecae actually says they use the "ubiquitous Celtic longsword" but both the edu stats and the unit model suggest they use a 'normal' sword.

  20. #20
    Casual Tactician's Avatar Kihei
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    Default Re: Extended Unit Info Mod (for EB 1.2) [NEW VERSION: v1.1]

    I've uploaded a new version (v1.1) and updated the OP. Enjoy!

    What's new in version 1.1

    new for ExUIM-standard and -EUonly version 1.1:
    - Swords of units that use a gladius now labeled as 'Gladius' (in v1.0 it was 'Sword')
    - The extended unit info now shows the correct charge bonus 1 for sarissa and some archer units. (in v1.0 it showed 0, which is the actual EDU value; note: the RTW engine displays a min charge bonus of 1 in the in-game unit info scroll)
    - Missing weapon info of Qala'im 'Arabim (Arabian Slingers) and HaParasim HaQdosim (Sacred Band Cavalry) fixed.

    new for ExUIM-standard version 1.1:
    - Number of artillery pieces displayed. (note: the EUonly version already has them since v1.0)
    - Attribute power_charge of chariots displayed. (note: the EUonly version already has them since v1.0)

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