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Thread: [SubMod] UI unit stat

  1. #1

    Default [SubMod] UI unit stat

    A simple mod i made for myself and decided to share with everyone.

    What's changed?

    Increased max stat amount, so it looks better visually with all upon recruitment and general/army bonuses
    Normalized stat order for all units
    Added accuracy for ranged units

    Move it above main DeI mod file in mod manager

    UI Unit Stats updated.rar Added accuracy, wider stat ranges and reordering.
    Wider unit stat range.rar Wider stat ranges only, no other changes

    Some pictures

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    Last edited by razorts; January 08, 2015 at 05:03 AM. Reason: updated

  2. #2

    Default Re: [SubMod] UI unit stat

    thanks for this. cleans a few things up and being able to see accuracy, which is one of the most important stats when it comes to ranged units is very nice.

  3. #3

    Default Re: [SubMod] UI unit stat

    Very cool

    Just a note - the reason we don't show accuracy is because it is deceptive. It doesn't take into account things like spread and other mechanics.

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  4. #4

    Default Re: [SubMod] UI unit stat

    Quote Originally Posted by Dresden View Post
    Very cool

    Just a note - the reason we don't show accuracy is because it is deceptive. It doesn't take into account things like spread and other mechanics.
    that makes sense. is spread consistent throughout a specific weapon type? ie archers all the same and slingers/javs/horse cav/jav each having their own?

  5. #5

    Default Re: [SubMod] UI unit stat

    Cant get this to work, where does it go in load ordeR? Get CTD on startup.

  6. #6
    SilverCohort's Avatar Civis
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    Default Re: [SubMod] UI unit stat

    Can you make a version that just Increased max stat amount, so it looks better visually with all upon recruitment and general/army bonuses. No other changes
    Last edited by SilverCohort; January 07, 2015 at 10:18 PM.

  7. #7

    Default Re: [SubMod] UI unit stat

    Quote Originally Posted by Dresden View Post
    Very cool

    Just a note - the reason we don't show accuracy is because it is deceptive. It doesn't take into account things like spread and other mechanics.
    So very true, actual accuracy in battle depends on you range, elevation, formation between many other things, also actual stat on units is quite small as each projectiles have its own values but every bit helps and it lets you differentiate somehow between so many archers.

    Would be interesting to know if removing projectile accuracy and adding it to unit itself would affect performance differently.


    Quote Originally Posted by cyox View Post
    that makes sense. is spread consistent throughout a specific weapon type? ie archers all the same and slingers/javs/horse cav/jav each having their own?
    there is variance between all bow and javelin type used used, all slings behave the same only damage is different.


    Quote Originally Posted by MuppetGank View Post
    Cant get this to work, where does it go in load ordeR? Get CTD on startup.
    Put the file on very top, CTD is odd thing as it should work with anything.


    Quote Originally Posted by SilverCohort View Post
    Can you make a version that just Increased max stat amount, so it looks better visually with all upon recruitment and general/army bonuses. No other changes
    Done, also updated to fit morale and defense in formations, increased RoF a bit. Check first post, if you have any other suggestions let me know.

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