The EXPERIMENTAL DEPARTMENT

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  1. Aanker
    Aanker
    Seriously, when/if we get a new forum, we need a thread specially designated to this the very engine of new inventions and mechanics in the mod, and all those Honorary Knights of the EXPERIMENTAL DEPARTMENT wishing to become famous through significant (experimental) contributions of different forms.
  2. King Sama
    King Sama
    Have you guys tried the elephant to tank idea yet? Or at least importing an elephant from ETW?
  3. .Mitch.
    .Mitch.
    Well duh... ovcourse we need a specified area for this

    The Exp Dep could be what clintches us an award in future, this place is the starting area of some great ideas.
  4. Nyxos
    Nyxos
    So did you try the shell_64lb explosion ?
    also, what do you change to have the shells exploding on impact, I though you just had to write impact instead of explode but it doesn't seem to work
  5. King Sama
    King Sama
    You've imported Elephants already?
  6. Aanker
    Aanker
    The elephant will be worked on indeed, however I need to read up more on transfering units between the two games...
  7. .Mitch.
    .Mitch.
    No I meant Duh this department needs its own area.

    Elephants in NTW is Thor's and Aankers current challenge I believe. Would be great if we can, Tanks would become alot easier to implement.
  8. King Sama
    King Sama
    Ok, but if you do transfer the unit, could you release it as a seperate mod? Or just send it to me? It would be awesome to have elephants in NTW lol

    and i misread it, my bad
  9. Aanker
    Aanker
    I haven't tried the shell, but I will.

    I think that the explosion is linked to a column in the projectiles tables that defines the distance between the ground and the shell that the shell should detonate on.

    PS. Furthermore, this is a column that you - theoretically - should be able to identify by comparing different projectiles (howitzer rounds and mortar rounds).

    Also, try linking the explosion to a normally non-explosive shot type (solid cannonball). If it still explodes above ground, the column we're searching for is then, most probably, located in the explosions tables.

    Yet another alternative is that it's related to the column that says which type of fuse a projectile has. You must then find the DB table for fuse types...
  10. Nyxos
    Nyxos
    I've got a mod (realistic explosions by I don't remember who and I can't find it any more) that makes howitzer shells explode on impact AND creates a cool explosion effect (kinda like a small mushroom cloud), so I'm gonna compare and find the damn column !
  11. B-DizL
    B-DizL
    Is it possible to modify the way you select units, example... say u have a unit of arty can u make so if you click on the unit card it will select all cannons as usual but if you click on a specific cannon it will allow you to move that cannon independently, this way we could make it so one unit of MGs has 4 MGs in it but u can place them throughout the battlefield and not just in one line side by side.
  12. Nyxos
    Nyxos
    that would be cool, but I never saw that in a total war game
  13. Nyxos
    Nyxos
    take a look at this mod ! The explosions are really cool !
    http://www.twcenter.net/forums/showt...tic+explosions

    EDIT : apparently the last updated version has bad side effects, luckily, I have one of the first versions of the mod, with no problems whatsoever so I can upload it as soon as you have permission to use the mod (unless you don't need permission)
  14. Thoragoros
    Thoragoros
    I have a request for the Exerpimental Department. When I shell a village, I want the buildings to come down much faster, so that just as in real life, the village is leveled after only a few salvos. For instance, why does a little house or church take more than one or two shells to get demolished?
  15. Seashore
    Seashore
    even if i think a church and some of the other houses should be able to sustain more than two shells.
  16. Aanker
    Aanker
    This should (theoretically) be possible... It is, most probably, a DB file that governs building hit poins. I'll see what I can do.
  17. Aanker
    Aanker
    One thing you could try is to turn up the damage in the projectiles_tables. Since shrapnel does most of the infantry damage anyways, raising the power of the projectile itself should make houses go down much faster if hit directly, while still not affecting infantry whatsoever (since an infantryman will die anyways from a direct hit).
  18. Thoragoros
    Thoragoros
    One thing you could try is to turn up the damage in the projectiles_tables. Since shrapnel does most of the infantry damage anyways, raising the power of the projectile itself should make houses go down much faster if hit directly, while still not affecting infantry whatsoever (since an infantryman will die anyways from a direct hit).
    Hmm, I'm looking at this, and it appears that anything at or above a '1' damage rating will kill infantry in a single hit. So I could probably try dialing up the damage on both the shrapnel and the projectile itself to achieve this effect. I'll test it out a bit.
  19. B-DizL
    B-DizL
    @ Aankar

    What about this...

    Is it possible to modify the way you select units, example... say u have a unit of arty can u make so if you click on the unit card it will select all cannons as usual but if you click on a specific cannon it will allow you to move that cannon independently, this way we could make it so one unit of MGs has 4 MGs in it but u can place them throughout the battlefield and not just in one line side by side.
  20. The Hedge Knight
    The Hedge Knight
    Could the buildings hp thing be the 5th value in battlefeild buildings.tables?
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