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Thread: Questions regarding the RC unit statistics scheme/system

  1. #61

    Default Re: Questions regarding the RC unit statistics scheme/system

    1. Maybe 15 delay would be enough for something like that. Or 30. It's a sort of axe, no? Did you mean +1 for the tepoztli?

    2. By looking at them and reading the description. If the description is of no use, then go by the looks. If that still doesn't work, guess.
    For the Expansion campaigns? I don't think anyone has put that much work into them. You can see the upgrades of each unit by correlating the numbers in EDU with the text in expanded.txt.

    3. For cavalry, the mass in EDU does nothing. People usually leave it at 1.
    It tells you what to do for units with no shield, using rustic weapons, and multi-layer armour.

  2. #62
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    Default Re: Questions regarding the RC unit statistics scheme/system

    Quote Originally Posted by k/t View Post
    1. Maybe 15 delay would be enough for something like that. Or 30. It's a sort of axe, no?
    Some call it the Aztec's sword: https://en.wikipedia.org/wiki/Macuah...Macuahuitl.jpg
    It neither looks like an axe nor a sword.

    Quote Originally Posted by k/t View Post
    Did you mean +1 for the tepoztli?
    No, I really meant -1 as the tepoztli was often made of bronze or other "primitive" materials.

    Quote Originally Posted by k/t View Post
    You can see the upgrades of each unit by correlating the numbers in EDU with the text in expanded.txt.
    Thanks! This might be the thing I've been looking for.

    Quote Originally Posted by k/t View Post
    It tells you what to do for units with no shield, using rustic weapons, and multi-layer armour.
    Complicated stuff.

    I forgot to ask about the horses as RCM 2 introduces lots of horse entities. There are different horses and ponies as well as brawlers, chargers etc.
    - The Natives ride fast ponies. I guess that's okay.
    - Melee cavalry with heavy armour could be treated like cuirassiers -> slow, but powerful horses.
    - The other units like dragoons and lancers rely on speed, which means they'd prefer fast horses.
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  3. #63

  4. #64
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    Default Re: Questions regarding the RC unit statistics scheme/system

    I'm starting to get it. If I'm not mistaken, the Medieval II armour system works as follows:
    0 = None/cloth
    1 = Leather
    2 = Light Mail
    3 = Heavy Mail
    4 = Partial Plate
    5 = Full Plate
    6 = Gothic Plate

    However, if you look at the RCM 2 armour table, it contains several pieces of armour for each Medieval II armour level.
    Example: Level 1 = Leather, Gambeson or Leather Lamellar
    Do all of these armours actually exist ingame? I presume that two of them are introduced by Stainless Steel and other mods. Is that assumption correct?
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  5. #65

    Default Re: Questions regarding the RC unit statistics scheme/system

    The M2 armour system was random. I don't think CA put any thought at all into it. Attack, armour and defense values were probably chosen based on gut feeling.

    I don't understand what you mean. Each armour level is tied to one armour and one armour only. Some armour types have two armour levels in order to allow feudal units access to that armour upgrade 10-20 years before everyone else. Yes, all those armours exist in-game.

    Oh, I think I get it. That's the smith level. Leather Tanner is level 1, Blacksmith is level 2, Armourer is 3, Master Armourer is 4, and I don't remember the rest.

  6. #66

    Default Re: Questions regarding the RC unit statistics scheme/system

    Quote Originally Posted by Point Blank View Post
    Latest EDU. Note WIP, especially after Lamtuna Spearmen, axes AP, and some non-compliance with 2.0 Guide for 2H weapons.
    This is still for use with RR/RC for 6.1, right?
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  7. #67

    Default Re: Questions regarding the RC unit statistics scheme/system

    No, because some units were changed. Magyar Mod and BC units were imported, and some spear units were changed to two-handed spears. That EDU is for the next version of the Compilation, which will probably be released in 2018. -.-

  8. #68
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    Default Re: Questions regarding the RC unit statistics scheme/system

    For some strange reasons, the average_late_arquebuse_bullet sends the enemy's men flying into the air. I've simply copied the RCM 2 projectiles into my Americas projectiles text file and didn't alter these entries at all. What could be the cause of this issue?
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  9. #69

    Default Re: Questions regarding the RC unit statistics scheme/system

    What does the EDU entry of the unit using that projectile type look like?

  10. #70
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    Default Re: Questions regarding the RC unit statistics scheme/system

    Quote Originally Posted by k/t View Post
    What does the EDU entry of the unit using that projectile type look like?
    type Arquebusiers
    dictionary Arquebusiers ; Arquebusiers
    category infantry
    class missile
    voice_type Light
    banner faction main_missile
    banner holy crusade
    soldier Arquebusiers, 60, 0, 0.725, 0.3
    attributes sea_faring, hide_forest, can_withdraw, gunpowder_unit, fire_by_rank, start_not_skirmishing, gunmen
    formation 1.4, 1.4, 2.8, 2.0, 4, square
    stat_health 1, 2
    stat_pri 32, 0, average_late_arquebus_bullet, 120, 12, missile, missile_gunpowder, piercing, none, musket_shot_set, 0, 0.5 (late arquebuse)
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr area
    stat_sec 3, 1, no, 0, 0, melee, melee_blade, piercing, sword, 15, 1 (light cut&thrust sword)
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 1, 6, 0, flesh
    ;stat_armour_ex 0, 3, 0, 0, 1, 0, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 5
    stat_ground 1, -1, 3, 1
    stat_mental 8, normal, trained
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 410, 80, 40, 90, 410, 4, 120
    armour_ug_levels 0, 2 (Presumably jack -> light mail)
    armour_ug_models Arquebusiers, Arquebusiers_ug1
    ownership england, france, hre, denmark, spain, milan, venice, papal_states, sicily, poland, russia, hungary
    era 1 england, france, spain
    ;unit_info 3, 14, 1
    recruit_priority_offset 15



    projectile average_late_arquebus_bullet

    effect bullet_model_set
    end_effect bullet_impact_ground_set
    end_man_effect man_impact_tiny_set
    end_package_effect bullet_impact_wall_set
    end_shatter_effect bullet_impact_ground_set
    end_shatter_man_effect man_impact_tiny_set
    end_shatter_package_effect bullet_impact_wall_set

    damage 0
    radius 0.001
    mass 0.32
    accuracy_vs_units 0.065
    ;affected_by_rain
    min_angle -80
    max_angle 70
    velocity 425 425
    display aimed
    effect_only
    Last edited by Destin Faroda; May 21, 2015 at 04:46 PM.
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  11. #71

    Default Re: Questions regarding the RC unit statistics scheme/system

    Is that the only missile type that does that?

    I can't see anything that would do that.

  12. #72
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    Default Re: Questions regarding the RC unit statistics scheme/system

    Quote Originally Posted by k/t View Post
    Is that the only missile type that does that?
    Good question. I'll have a look at other firearms. The bows and crossbows seem to work just fine.

    Quote Originally Posted by k/t View Post
    I can't see anything that would do that.
    I know there's a launching attribute that sends people flying into the air, but it's not used by the late arquebuse.

    I've put all the textfiles (EDU, projectiles, horses, walls, animation_skeletons etc.) into the Americas data folder.
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  13. #73
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    Default Re: Questions regarding the RC unit statistics scheme/system

    In TATW RC, dual wielding gives x2+1 attack, +1 charge, -1 def and +0.1 x-r. Is this an accurate depiction or is it purposefuly unrealistic?

  14. #74

    Default Re: Questions regarding the RC unit statistics scheme/system

    There is no dual wielding animation, so probably the attack was doubled instead. That's not the best solution, since one attack of 8 has a higher chance of killing an enemy than two attacks of 4. Maybe it would be better to leave the attack at base and increase defense (and perhaps reduce the attack delay).

  15. #75
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    Default Re: Questions regarding the RC unit statistics scheme/system

    What about this one: http://www.twcenter.net/forums/showthread.php?459335-Animation-packs

    Edit: I realized there's no link. Oh well.
    Last edited by Apani; July 13, 2015 at 01:19 PM.

  16. #76
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    Default Re: Questions regarding the RC unit statistics scheme/system

    If Point Blank could find his pricing algorithm I'd appreciate it very much. How should I calculate training times for professionals, in particular?

  17. #77

    Default Re: Questions regarding the RC unit statistics scheme/system

    For Late Professionals, for Average it's 3 turns, Superior 4, Elite 6, Exceptional 7. At least that's how I remember it being, and it's what I used for my BC submod as well as for my changes in TA.

    I just took a look at the latest EDU for the SS Compilation and Scholarii are still 7 turns, Spartharii are 5, Scoutatoi and Spathatoi are 3. Lancers are 7, Demi Lancers are 6.

    I don't think the RC manual mentions training times anywhere.

  18. #78
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    Default Re: Questions regarding the RC unit statistics scheme/system

    I was checking the latest EDU as well (the one PB posted in the first page of this discussion) and I saw that Cossack Musketeers, Musketeers, Pikemen, Billmen, Heavy Billmen, Voulgier, ME Hand Gunner, Armenian Archers (those are mercenaries thought), Nubian Spearmen had 2 turns (those were all before Lamtuna spearmen, so I suppose they were revised). Maybe they have shorter training because their weapons are simple to learn.

  19. #79

    Default Re: Questions regarding the RC unit statistics scheme/system

    Scoutatoi have spears too, and they're 3 turns. I think the units you've listed are all Average, while Scoutatoi are Superior, so perhaps the training times were reduced slightly across the board (except maybe for cavalry units), while still being tied to quality level.

  20. #80
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    Default Re: Questions regarding the RC unit statistics scheme/system

    I've been thinking about using your pricing system (the one you have in you signature). Do you think it works fine?

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