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Thread: Scalar Multiplier for Unit Attack, Speed, and Other Stats

  1. #1

    Default Scalar Multiplier for Unit Attack, Speed, and Other Stats

    Though I like what CA has done with the patches so far, the combat is still too fast for my taste. I wanted an easy way to slow down combat, without spending dozens of hours in the land_units table and without installing an overhaul mod. Looking through the DB files, I've found what so far has proven an effective solution.


    Create a unit_fatigue_effects table, and add cells for threshold_fresh (affects troops without any fatigue) in the fatigue level column. Enter whatever multiplier you like for a specific stat and it should take effect in battle. I think this method can change any stat listed in the ui_unit_stats table.


    Hope this works for everybody. Happy modding.

  2. #2
    Blitzkrieg80's Avatar Miles
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    Default Re: Scalar Multiplier for Unit Attack, Speed, and Other Stats

    WOW... THANKS FOR POSTING THIS!! I cant believe I missed it this long.

    Indeed I am even attempting to use this to make reloading faster without just changing the ui_unit_stats... funny thing too is that this gets around animation issues ect, SO AWESOME

    using slower melee, in combination with melee chance to hits, great stuff man... (just popped it into my Battle Mod - GRINDAGE)

    I am curious if tech. 'fresh' is higher state than 'active' or the same as you say??? anyone... Bueller?

    GREAT JOB :O)

    [edit]

    btw Melee_Attack affects attack speed indirectly rather than a straight buff to speed as i implied

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  4. #4

    Default Re: Scalar Multiplier for Unit Attack, Speed, and Other Stats

    Somone know where can i find the list of stats that can be added in unit_fatigue_effects_tables plz ?

  5. #5

    Default Re: Scalar Multiplier for Unit Attack, Speed, and Other Stats

    I think anything in the ui_unit_stats table.

  6. #6
    antares24's Avatar Campidoctor
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    Default Re: Scalar Multiplier for Unit Attack, Speed, and Other Stats

    Quote Originally Posted by ben5010 View Post
    Though I like what CA has done with the patches so far, the combat is still too fast for my taste. I wanted an easy way to slow down combat, without spending dozens of hours in the land_units table and without installing an overhaul mod. Looking through the DB files, I've found what so far has proven an effective solution.


    Create a unit_fatigue_effects table, and add cells for threshold_fresh (affects troops without any fatigue) in the fatigue level column. Enter whatever multiplier you like for a specific stat and it should take effect in battle. I think this method can change any stat listed in the ui_unit_stats table.


    Hope this works for everybody. Happy modding.
    this is very interesting, but i have a question. If i use the "threshold_fresh" to change some values, does this stop to affect an unit when it become winded/tired/very tired etc.?
    So basically the bonus/malus that i give to a unit are permanent or they change when an unit change its fatigue state?
    Thanks!
    Factum est illud, fieri infectum non potest

    "Out of every 100 men, 10 shouldn’t even be there, 80 are just targets, nine are the real fighters, and we are lucky to have them, for they make the battle. Ah, but the one, one is a warrior and he will bring the others back.” Heraclitus

  7. #7
    Magnar's Avatar Artifex
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    Default Re: Scalar Multiplier for Unit Attack, Speed, and Other Stats

    @antares, yes it only affects the unit when it is fresh and will stop when it becomes winded or any other level of fatigue. If you wish to have an affect on a unit stat change as the unit becomes more tired, you will need to make an entry for each fatigue level.

    @ben, that is correct. If you look at the day 1 db files you'll see that it is linked to that table.

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