Extended Unit Info Mod - "Optimize your tactical and strategical decisions in EB 1.2!" [open source mod]
The "Extended Unit Info Mod"
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"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.
Re: Extended Unit Info Mod [NEW CONTENT!] [Release: Dec 2011]
Originally Posted by Andy Mo
Works with alx.exe, cheers.
Good to know, thx. If there's any trouble in future, please report it.
Originally Posted by yuezhi
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.
Last edited by Casual Tactician; December 17, 2011 at 02:53 PM.
Reason: note: the fix is for the old v1.0 versions!
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.
Re: Extended Unit Info Mod (for EB 1.2) [Release: DEC 2011]
Originally Posted by Principe Alessandro
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!
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!
__OO__
~(SSS)~
((((ISI))))
Re: Extended Unit Info Mod (for EB 1.2) [Release: DEC 2011]
Originally Posted by yuezhi
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.
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))))
Re: Extended Unit Info Mod (for EB 1.2) [Release: DEC 2011]
Originally Posted by yuezhi
..., 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
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.
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)