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Thread: The Complete EDU Guide

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    Default The Complete EDU Guide

    Modding Resource Header

    Title: The Complete EDU Guide for RTW (inc. BI-Alex)
    Posted by: Aradan
    Modding area: Units (balance, function, stats)
    Required programs: Notepad (or other text editor)
    Optional tools: EDU-matic, Caligula unit editor
    Summary: An in-depth explanation of the export_descr_unit file, which is the primary base for modding unit statistics and almost all non-visual aspects of them.

    Relevant articles: RTW BATTLE MECHANICS: Part I – A Study of Combat Parameters
    , RTW BATTLE MECHANICS: Part II – Equalization of Skeleton Lethality






    The Complete EDU Guide for Rome: Total War:



    Understanding & Coding the Export_Descr_Unit.Txt (EDU) file

    by Aradan



    Last update: 15/11/2014 (Updated balancing lethality value for fs_spearmen skeleton variants)

    You can post your comments, corrections and additions here or on its associated forum of the Modding Questions at:
    http://forums.totalwar.org/vb/showthread.php?t=88860
    Original thread:
    http://forums.totalwar.org/vb/showthread.php?t=88859



    CONTENTS






    It has long been my desire to have FATW as balanced and as realistic as the game engine allows. This was a daunting task. It meant having to track down what all the attributes for units actually did; it meant working out formulae beyond my mathematical comfort-zone; it meant working out the scaling value of stats; it meant testing out which attributes were bugged; it meant calculating the combat effect of skeletons in terms of scale, speed and animation; it meant lots of custom-battle testing; and it meant a whole lot of time...Could I do it?

    The answer was NO

    Then Xerex and Aradan took an interest in The Fourth Age and a great affinity to unit balancing. They have both worked extremely hard and long on this endeavour for some months now and we hope that Aradan's publication of this 'Complete EDU Guide' (to complement the 'Complete EDB Guide') will be of immense benefit to all serious modding teams.

    I commend this work to all, and ask that you aid us in tweaking any errors or omissions herein. Please do give feedback so we can make this document the one-stop resource for all RTW/BI edu-related matters. Thank you.

    - Dol Guldur aka MasterOfNone








    The file contains the entries for all the units in the game; the limit is 500 entries maximum. The order the units are arranged in is not specified, but the format each entry is coded in, is of course strictly specified. Here we will use a single, generic entry as an example, break it to its separate lines and then analyse each line individually, and then break it down to its entries when needed.
    Note that certain lines may be missing depending on the type of the unit.




    Code:
    type             unit_type
    The type name which is referenced in the recruitment lines of export_descr_buildings.txt, the starting armies of descr_strat.txt and the armies of descr_battle.txt for historical battles.

    Code:
    dictionary       unit_dictionary_tag
    References the export_units.txt entries for the on-screen name, description and short description of the unit. Also references the unit and unit info card names in the UI folder.

    Code:
    category         unit_category
    Internal unit category for nature of unit (references sound files and triggers bracketed category mouseover text in battles along with class entry) It is also used (along with other factors including class) by the AI during campaign mode in order to decide which units to train. Also used (along with class occasionaly) in by descr_formations_ai.txt and descr_formations.txt, as labels for unit placement. Can be infantry, cavalry, siege, handler or ship. In the custom-battle selection screen infantry units will appear first, then cavalry and then siege.

    Code:
    class            unit_class
    References sound files and triggers bracketed category mouseover text in battles (along with category entry) It is also used (along with other factors including category) by the AI during campaign mode in order to decide which units to train. Also used (along with category) in by descr_formations_ai.txt and descr_formations.txt, as labels for unit placement. Can be light, heavy, spearmen or missile. Also "skirmish", but it is not used at all in vanilla (will be tested and updated). In the custom-battle selection screen light units will appear first, followed by spearmen, then heavy and finally missile (after being sorted by category) and then units are sorted by EDU order of appearence.

    Code:
    voice_type       voice
    References the sound bank category for the unit's voice.

    Code:
    soldier          unit_model, soldiers, extras, mass (,radius,height)
    Details of unit models.
    • [unit_model] : Unit's model type as referenced in descr_model_battle.txt. Note that the skeleton scale and its associated animations in the DMB file both significantly affect the combat effectiveness and thus value of the unit. This is done mainly in three ways:
      1. the unit model's scale improves combat effectiveness as it gets bigger. A way to balance this (though not perfectly safe) is through the hidden parametre 'height' that lies in the soldier line. [see below]
      2. the unit skeleton attack animations also improve unit effectiveness as they get faster. The way to counter this effect is the min_delay_between_attacks stat, which lies in the stat_pri line [see below]
      3. the unit skeleton animations also help combat effectiveness, when they have big(ger) impact deltas. The way to counter this is through lethality [see related information]

    • [soldiers] : Number of unit's soldiers in medium unit-size settings. Can't be lower than 6 or higher than 60. General units have a max of 31 men.
    • [extras] : Number of animals attached to unit again in medium unit-size settings.
    • [mass] : Collision mass of the unit. Units with big mass values can "push" their enemies harder and break through enemy lines easier and also hold against enemy pushing better. The mass ratio is not fixed, in that a 1-mass soldier will push a 0.1-mass enemy much easier than a 10-mass soldier would push a 1-mass enemy. In the case of mounted units this stat is of no importance, as it is the mount's mass that's taken into account (see descr_mount.txt).
    • [radius](may not be visible) : Hidden attribute radius of the unit. The default value is 0.4. It's the area surrounding each single soldier that he "occupies" as the engine perceives it (not visually that is). Small radius makes a unit fight better, in that it allows soldiers to fight more closely to each other, resulting in more men of the small-radius unit fighting against fewer of the enemy one's.
    • [height](may not be visible) : Hidden attribute height of the unit. The default value is 1.7. It represents the height of the unit's soldiers (again not visually). Little is known concerning the exact way that height functions, but it is known that the higher it's value, the weaker the unit.

    Code:
    officer          officer_model(s)
    Unit officers' model type as referenced in descr_model_battle.txt.Up to three officer lines may exist per unit, but note that officers may not be assigned to elephants or chariots.

    Code:
    mount            mount
    Type of mount used (if any) by the unit. The mount's stats are in the descr_mount.txt in the data folder. Mounted units with ridden mounts (horsemen) get an average of +8 against all infantry, varying from case to case according to specific stats of units each time.

    Code:
    animal           animal
    Type of animal used (if any) by the unit. References descr_animals.txt, but here it's coded in plural form. Only one of animal, ship and engine lines may be used at a time.

    Code:
    engine           engine
    Type of engine used (if any) by the unit. References descr_engines.txt. Only one of animal, ship and engine lines may be used at a time.

    Code:
    ship           ship
    Type of ship used (if any) by the unit. References descr_ship.txt. Only one of animal, ship and engine lines may be used at a time.

    Code:
    mount_effect     mount_effect(s)
    Unit's bonuses against mounted units (if any). There can be bonuses against horses, elephants, chariots and camels.The bonus may be against an entire class of mounts (eg elephants) in which case it's applied versus all of the types of the class or against only a specific type (eg 4amount mumak), but type-bonus stacks with class-bonus. They are applied directly and stack with any other bonuses, like ones derived from spear attributes. Note that these are modifiers to the unit's attack and that they will be applied to a secondary weapon too if one exists, but they do not affect missile weapons at all. Max number of valid mount effects is 3, extra will be ignored.

    Code:
    attributes       unit_attribute(s)
    The unit's attributes. The complete list is:
    • sea_faring: unit can board ships
    • hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere: defines where the unit can hide. If absent, it means that the unit won't be able to hide at all. "hide_anywhere" includes all the others and "hide_improved_forest" of course includes "hide_forest".
    • can_sap: unit can dig tunnels under walls during assaults using sap points
    • frighten_foot, frighten_mounted: unit causes fear to certain nearby units of the specified type. Both combined means the unit frightens all enemy (generals included).
    • can_run_amok: unit may go out of control when riders lose control of animals (usually when the unit's casualty ratio is high and the morale low or when being attacked with fire)
    • general_unit: unit can be used for a named character's bodyguard (note that this now also sets the bodyguard for recruitable generals of which there can be multiple instances of this attribute in the same faction though the first instance will always be the family-member bodyguard). Note also that the AI will never recruit units with the general_unit attribute.
    • general_unit_upgrade: unit can be used as upgraded bodyguard for named characters, after the Marius' reforms are triggered. A unit with this attribute must be listed in the file after the regular bodyguard unit.
    • cantabrian_circle: unit has this special ability. It has no coded effects, but they stem naturally from the game's combat engine. The formation reduces accuracy of the unit, but makes it harder to get shot at and also the constant barrage of arrows slighlty reduces target's morale.
    • no_custom: unit is not available in custom battles
    • command: unit carries a legionary eagle, and gives morale bonus to nearby units (not the unit itself)
    • screeching_women: unit has this special ability, which reduces the morale of nearby enemy units.
    • mercenary_unit: unit is a mercenary unit available for hire to all factions in certain regions. It also prevents a unit from replenishing losses after battle, forces it to use the 'merc' texture and sprite lines in DMB for all its faction owners and the text-tag 'Varies' instead of the unit recruitment cost on the unit info card. In Alexander mercenaries can be faction-specific (availability set in descr_mercenaries.txt).
    • hardy, very_hardy: level of a unit's hardiness. Hardiness reduces the speed at which stamina is depleted and also increases its regeneration rate.
    • warcry: no longer hardcoded to barbarians in 1.5/1.6. Gives the unit an attack bonus of 10. The ability takes 10 secs (unit can't move or execute other action) to be activated and remains active for 30 more seconds. If the unit enters melee at some point during that time, the bonus will be applied only for the remaining of those 30 seconds. (eg if the unit warcrys, then runs for 7 secs and then engages in melee, the bonus will be applied for 23 secs only). Also gives a momentary boost to morale, evident in the case of berserkers.
    • druid: replaces 'chant' of RTW gives nearby units (not the unit itself) morale bonus.
    • power_charge: increases the time during which a unit is 'charging' (as opposed to being 'in melee'), therefore extending the period during which the unit receives its charge-bonus.
    • can_swim (BI only): unit can swim rivers in battle mode (or walk in the case of some units).
    • is_peasant (BI only): halves the effect the unit has in maintaining public order. 120 men will be counted as 60 etc.
    • can_horde (BI only): unit can be part of a horde when one is created.
    • legionary_name (BI only): assign a legionary name (based on region) and number to the recruited unit. The legionary element of the name is hardcoded.

    Code:
    formation        hor-cl-spacing, ver-cl-spacing, hor-ls-spacing, ver-ls-spacing, ranks, formation(s)
    The details of the unit's default formation.
    • [horizontal close spacing] : Side-to-side distance between soldiers in close formation in metres
    • [vertical close spacing] : Front to back distance between soldiers in close formation in metres
    • [horizontal loose spacing] : Side-to-side distance between soldiers in loose formation in metres
    • [vertical loose spacing] : Front-to-back distance between soldiers in loose formation in metres
    • [ranks] : Default number of the unit's ranks (depth of its formation)
    • [formation(s)] : Available formations of the unit. Can be one or two of the following: square (normal), wedge (attack bonus), phalanx (unbeatable from the front, very weak from sides and rear), testudo (weak in melee, good against missiles), horde (good vs missiles, bad in melee), schiltrom (BI only - immobile, but excellent vs mounts) and shield_wall (BI only - melee bonus from the front, weak from rear and sides). Note that certain formations are used only for certain unit types (eg wedge only for cavalry).

    Code:
    stat_health      hp, hp_extra
    Details of the unit's hitpoints.
    • [hp] : Hit points of the regular soldiers of the unit. Max value is 15, as everything higher will still be considered 15.
    • [hp_extra] : Hit points of animals of the unit. Note that ridden horses are not assigned separate hitpoints. Max value is 15, as everything higher will still be considered 15.Note that this value, even though being ignored during battle-map mode for non-animal units, it is actually taken into account for auto-resolve for all units. See below at Related Information.

    Code:
    stat_pri         atk, chrg, msl_type, msl_rng, msl_ammo, wpn_type, wpn_tech, dmg_type, snd_type, min_delay, lethality
    The unit's offensive stats.
    • [attack] : Attack rating of the unit's primary weapon (if unit has missiles, those are its primary weapons). Note that 'Easy' difficulty level gives the AI a -4 attack; 'Medium' offers no advantages/penalties; 'Hard' grants the AI a +4 attack bonus and 'Very Hard' grants the AI a +7 attack bonus. Max value for attack is 63. Anything higher will still be considered 63.
    • [charge] : Charge bonus of the primary weapon, added to the unit's attack when charging. As charge is slowed down and unit gets into 'proper' melee, the bonus stops being applied. Min value is 1 and max charge bonus value is 63, as everything higher will be considered 63. Missile units should have this equal to their desired secondary weapon charge bonus, as to not confuse players, since the charge bonus used by the engine will be the one of the melee weapon, while the one displayed on the unit card will be the missile weapon's.
    • [missile_type] : Missile type used by the unit. Can be one of the projectiles defined in the descr_projectile_new.txt.
    • [missile_range] : Max range of the unit's missile weapon. The max limit is determined by the specific missile type's velocity and min_angle, max_angle. Anything higher than this max value will be reduced to it. (see descr_projectile_new.txt) Min value is 20 (javelins).
    • [missile_ammo] : Ammunition per unit's soldier. Minimum value is 2 (0 is of course acceptable as well).
    • [weapon_type] : Unit's weapon type. Can be: melee, thrown, missile or siege_missile.
    • [weapon_tech] : Unit weapon's tech type. Can be: simple, other, blade, archery or siege.
    • [damage_type] : probably unused
    • [sound_type] : Sound type when the unit's weapon hits. Can be one of: none, knife, mace, club, axe, sword, or spear (ref: descr_sounds_weapons.txt).
    • [min_delay] : Minimum delay between weapon attacks, measured in 1/10 of seconds. It is the minimum time allowed between the beginning of an attacking animation and the beginning of the next one. It only applies to foot melee skeletons.
    • [lethality] : Percentile chance of a soldier to kill an enemy (assuming his strike has found its target). The higher the lethality, the more the kills and the less the knock-downs/knock-backs during a battle. Greatly affects the speed at which melee battles are resolved, since higher lethality means less missed hits and greater casualties in short time. It is not used in ranged combat.

    Code:
    stat_pri_attr    wpn_attributes
    Attributes of the unit's primary weapon. The complete list is:
    • ap: armour piercing. Attacks take into account only half of the defender's armour value (not defence or shield). Results are rounded up.
    • bp: body piercing. Missile can pass through men and hit those behind.
    • prec: Missile weapon is only thrown just before charging into combat, though a unit may expend all its ammo if on 'fire at will' mode and the human player has not targeted an enemy unit.
    • thrown: Missiles have a big bonus against elephant and chariot units, as they get stronger with every HP of the target. Also, the delay between volleys is reduced by 20%. Only missile units should use this and only for their missile weapons!
    • launching: attack may throw target men into the air.
    • area: attack affects an area (and everyone within it), not just one man.
    • long_pike: Use very long pikes. Phalanx capable units only. Removed in BI.
    • short_pike: Use shorter than normal spears. Can be used with phalanx ability or without it. The unit is still considered as infantry (and not spearmen). Grants a bonus of 8 versus mounted units, but due to the qualities of the formation (spacing, cohesion, etc) it seems that it roughly gets an extra -1 versus everyone. It also seems that short_pike overrides light_spear and spear, so that when the two are combined spear/light_spear is ignored, though due to it's own qualities it does slightly affect combat, depending on the units involved. Additionally, short_pike is required for units using the 'schiltrom' formation, because when in schiltrom and without short_pike, the soldiers will very rarely attack enemies.
    • spear_bonus_x: 'x' may be any even number between 4 and 12 inclusive. Must be accompanied by spear or light_spear attributes, otherwise it has no effect. It offers a bonus to attack vs mounts which stacks with the default bonuses of these two attributes.
    • light_spear: Gives default bonus of +8 to defence vs cavalry, and penalty of -4 to defence vs. infantry. Offers less pushing power than spear.
    • spear: Gives default bonus of +8 to attack vs cavalry, and penalty of -4 to attack vs. infantry. Offers more pushing power than light_spear. Units with "spear" attribute tend to lose cohesion and break lines (due to the extreme pushing power) with undesired results, so use is advised only with cohesive formations/attributes like short_pike, shield_wall, phalanx etc.

    Code:
    stat_sec         same as stat_pri
    stat_sec_attr    same as stat_pri_attr
    Same for the unit's secondary weapon as the primary (c.f.). Certain units like elephants, handlers, chariots and siege-machines use this line for the stats of the animals/engines. Let it be noted that the upgrades of the secondary weapon are bugged, in that only the primary weapon tech is taken into account when upgraded. Any change applied to it will also be applied to the secondary weapon, regardless of the weapon_tech of the latter. Also, units with secondary weapons will use that to charge, and once in proper melee will switch back to their primary (units classified as spearmen will keep using their sec if enemy gets very close).

    Code:
    stat_pri_armour  armour, def_skill, shield, sound
    The unit's defensive stats.
    • [armour] : Unit's armour value. Taken into account in all occasions (soldier attacked from any direction, melee and ranged). It measures the amount of protection a soldier's armour offers. Max value is 63 and everything higher will be considered 63.
    • [def_skill] : Unit's defensive skill, taken into account only in melee and only against attacks from the front or the right side. It doesn't affect defence against missiles. It represents a soldier's ability to parry(rather than block) and dodge strikes. Max value is 63 and everything higher will be considered 63.
    • [shield] : Unit's shield value, taken into account against both ranged and melee attacks, but only when they come from the front or the left side. Against missiles from the front it offers twice the protection it's value suggests. Measures the blocking capabilities of a unit's shield. Max value is 31 and everything higher will be considered 31.
    • [sound] : Sound played when unit gets hit. Can be: flesh, leather, or metal.

    Code:
    stat_sec_armour  same as stat_pri_armour(no shield)
    Same as stat_pri_armour. The stats of the unit's animals' or vehicles' defences. Note that ridden horses do not have a separate defence, and that if a vehicle/animal's defence skill is set to 0, its HP are considered to be 1. Of course there is no shield entry.

    Code:
    stat_heat        heat_penalty
    Fatigue penalties applied to the unit due to heat. It measures how fast will its fatigue be depleted and how slowly it will regenerate. Ranges from -2 to 5, with 5 issuing the greatest penalty for the unit. The hotter the climate (aka the greater the climate_heat value of the map), where the battle takes place, the more important it becomes. In mild climates (low climate_heat of the map), it makes little to no difference.

    Code:
    stat_ground      scrub_mdf, sand_mdf, forest_mdf, snow_mdf
    Combat modifiers applied to unit only when it fights on the respective specified ground type. Positive numbers are bonuses, negative are penalties. They range from 8 to -8 and they have a 1 to 1 point relationship with attack.
    • [scrub_modifier] : self-explanatory (it's quite tricky to know for sure when you are fighting on scrub)
    • [sand_modifier] : self-explanatory
    • [forest_modifier] : self-explanatory
    • [snow_modifier] : self-explanatory

    Code:
    stat_mental      morale,discipline,training
    Details of the unit's mentality.
    • [morale] : Unit's morale or else how easy is for a unit to lose heart and flee the battle. The greater the value, the less likely the unit will rout. Note that morale bonuses from buildings in campaign mode are bugged and do not work. The following tags are attached by hardcode to morale values: 1-2 -> 'Poor morale', 8-11 -> 'Good morale', 12+ -> 'Excellent morale'
    • [discipline] : Unit's discipline level, which determines the amount of morale lost when morale shocks occur (death of general, flanked, etc). Can be low, normal, disciplined, impetuous or berserker. Disciplined units are harder to lose morale. Berserker units can (obviously) go berserk and impetuous units may charge without orders.
    • [training] : Unit's training level, which affects how tidy its formation is. Can be untrained, trained or highly_trained. Untrained units will have the most disorderly formations.

    Code:
    stat_charge_dist charge_distance
    Determines the distance from target at which a unit will begin charging (start it's charging animation that is) in metres.

    Code:
    stat_fire_delay  fire_delay
    The extra delay, over that imposed by animation, between the unit's volleys. Vanilla has them all 0. According to findings like Darth's, setting values like -50000 or 5000 depending on unit type improves combat function and solves the foot-missile-bug, but these haven't been confirmed by FATW or by any other major mod. Testing suggests that setting this value to anything else than 0, breaks cavalry charges, as it causes the riders to not always lower their spears when charging, even when the charge is made properly.

    Code:
    stat_food        ?, another_?
    Unused

    Code:
    stat_cost        turns,recruit,upkeep,wpn_upg,arm_upg,cb_cost
    Details of a units recruitment stats.
    • [turns] : Amount of turns needed to train the unit. Max value is 244, anything higher will be ingored.
    • [recruit] : Cost to train the unit. Also affects the retraining cost.
    • [upkeep] : Price paid every turn for the upkeep of the unit.
    • [weapon_upgrade] : Cost to upgrade the unit's weapons (both campaign and custom battles). Affects the retraining cost.
    • [armour_upgrade] : Cost to upgrade the unit's armour (both campaign and custom battles). Affects the retraining cost.
    • [custom_battle_cost] : Cost to include the unit in your army in custom battles.

    Code:
    ownership        faction(s)
    Factions that can recruit the unit in custom battles (assuming no_custom attribute absent) and in campaign (assuming a recruitment line exists in export_descr_buildings.txt). Also allows for unit to be open to bribery to the specific factions.







    Chance_to_kill (melee):
    Code:
    DLF * const1 * lethality * 1.1 ^ ( ATK - DEF + MDF )
    Chance_to_kill (missile): [not 100% thoroughly tested, but a very good approximation]
    Code:
    const2 * (ATK - DEF - RNG/10 + MDF + DLF*10)
    ATK is (missile)attack, DEF is the sum of all applicable defences, MDF is the sum of all applicable bonuses and penalties, RNG is firing range.

    DLF is the difficulty lever factor. It's 0.7 for Easy, 1 for Medium, 1.5 for Hard and 2 for Very Hard. This factor is what produces the AI combat bonuses for Hard/Very Hard and the AI combat penalty for Easy.







    Balancing skeleton types

    As a reference, here follow the lethality values that make all vanilla infantry melee skeletons equal, rounded to the second decimal, while the error bars are close to 0.1. An fs_slow_swordsman skeleton with 0.5 lethality will be equal in battle to an fs_fast_dagger skeleton with lethality 0.57 (assuming everything else equal and min_delay is set to be higher that the longest attacking animation; 25 seems enough).

    • fs_slow_swordsman / fs_swordsman / fs_semi_fast_swordsman / fs_fast_swordsman : lethality = 0.5
    • fs_slow_2handed / fs_2handed : lethality = 0.41
    • fs_slow_spearman / fs_spearman / fs_semi_fast_spearman / fs_fast_spearman : lethality = 0.47
    • fs_dagger / fs_semi_fast_dagger / fs_fast_dagger : lethality = 0.57
    • fs_2handed_berserker (scale 1.1) : lethality = 0.38


    Mounted skeletons seem to be fairly balanced as they are.


    Balancing auto-resolve

    The second value of stat_health can be used to improve the balance of auto-resolve. Certain units like chariots are currently overpowered in it, while others, like mounted and missile units, are underpowered. Here follow some rough suggestions on how to assign sec hp values in order to balance auto-resolve more evenly:

    • Animal units stay as they are.
    • All other units get 5 sec hps.
    • Units with 2 or more prim hps get -1 sec hp for each extra prim one.
    • Missile units with low-medium missile attack get +1 sec hp.
    • Missile units with medium-high missile attack get +2 sec hps.
    • Mounted units with low-medium charge get +1 sec hp.
    • Mounted units with medium-high charge get +2 sec hps.



    Naval combat

    In naval battles many of the attributes of the EDU entry of a ship are ignored. Those that do have an effect are:

    • Soldier (crew) numbers
    • Primary hitpoints
    • Primary attack
    • Primary defence
      Note that shield or defence skill seem to count less than armour, with shield being the least important of the three, just like it happens with regular units.



    Creating 1-soldier units


    All credit for this discovery goes to Bardo, of LotR:TW - Original post HERE

    Here follows the way to create units with 1 single soldier for every unit-size setting. This can be useful to create heroes, monsters or unique characters, without the need to add "bodyguards" for them. What you need to do, briefly:

    -------------------------------------------------------------
    1- Create an elephant-type unit, with the mount being the lone soldier (ie using the lone character's model in descr_model_battle.txt)
    2- Create a small, invisible model to use for the 'soldiers' and put it 'inside the mount', in descr_mount.txt.
    3- Give only 2 riders to the mount in descr_mount.txt
    4- Make the unit have 20 soldiers and 1 mount in the 'soldier' line of the EDU
    5- Assign the "general_unit" attribute to the unit
    6- Create and assign a trait to the lone characters that will heavily decrease their Influence and Personal Security. (-50 will do)
    -------------------------------------------------------------

    This will work only in Campaign and not in Custom Battles. The number displayed on the unit card when in strat-map mode will vary according to the unit-size settings, but when in battle-map mode, the unit will have just 1 mount (ie the unique soldier - the mount/soldier's riders will be invisible). The drawbacks are that these characters will be vulnerable to assassination attempts, that they will be able to assault walls, just like elephants and that after loading a saved-game the unit will be reset to having 2 (or 4, depending on unit size) soldiers.



    This guide is considered a WIP and will be updated with all new confirmed info and possible error corrections.

    Spoiler Alert, click show to read: 

    Update Log:
    15/11/2014 : Updated balancing lethality value for fs_spearmen skeleton variants.
    27/06/2013 : Added 'screeching_women' in the attributes section.
    20/05/2010 : Info added for 'engine' and 'ship' lines.
    13/05/2010 : Info added on min_delay.
    01/03/2010 : Info added on general_unit_upgrade.
    25/02/2010 : Info added on mount_effect.
    25/09/2009 : Info added on morale tags.
    23/09/2009 : Info updated on discipline attribute.
    25/09/2008 : Info added on naval battles
    26/08/2008 : Info added on 'short_pike' (re: schiltrom)
    01/08/2008 : Info added on creating 1-soldier units
    28/01/2008 : Info added for 'stat_health' tag and suggestions for auto-resolve balance improvement (*major* update).
    27/01/2008 : Info added for 'stat_health' tag.
    06/12/2007 : Info added for 'general_unit' attribute.
    21/11/2007 : 'Shield' info typo corrected.
    13/11/2007 : Info added for 'short_pike' weapon attribute.
    31/09/2007 : Info added for 'mercenary_unit' attribute.
    05/08/2007 : Added "skirmish" as a class option - still needs more testing
    21/07/2007 : Chariots added in mount-effects, horde edited as a non-BI-RTW formation, 'other' weapons edited as upgradeable.
    20/07/2007 : CB selection screen info added for class and category



    Aradan and Xerex are researchers, testers and developers of the Fourth Age: Total War mod.
    Last edited by Aradan; November 15, 2014 at 03:52 PM.

  2. #2

    Default Re: The Complete EDU Guide (WIP)

    Thank you, God bless you.

    Nakandakari

  3. #3

    Default Re: The Complete EDU Guide (WIP)

    Thanks, Nakandakari!
    Last edited by Aradan; September 23, 2009 at 02:16 PM.

  4. #4

    Default Re: The Complete EDU Guide (WIP)

    This is a great doc. Several things I didn't realize have now been explained. Many thanks!

  5. #5

    Default Re: The Complete EDU Guide (WIP)

    Fantastic this helps a lot!!!

    Leondias
    "Hoti to kratisto" - Alexander of Macedon

  6. #6

    Default Re: The Complete EDU Guide (WIP)

    Great guide! This really helps!

  7. #7
    christof139's Avatar Protector Domesticus
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    Default Re: The Complete EDU Guide (WIP)

    Thanx a lot folks!!! A bit different from MTW-VI, but with your help I can now tweak away.

    Chris

  8. #8

    Default Re: The Complete EDU Guide (WIP)

    Thanks for all the comments guys. Any questions or objections or suggestions about sth we left out would be very welcome as well.

  9. #9
    BigJake's Avatar Tiro
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    Default Re: The Complete EDU Guide (WIP)

    cheers Aradan, this helps a lot.

  10. #10
    oscarreeve's Avatar Getafix Loyal Companion
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    Default Re: The Complete EDU Guide (WIP)

    Thanks, it has really helped alot

    My Army ^^^^^^^^^^^^^^^^^^^^^^^^^^^^

  11. #11
    Jubal_Barca's Avatar Master Engineer
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    Default Re: The Complete EDU Guide (WIP)

    Awesome guide.

    Btw I think I saw someone say on the org you could use can_swim in 1.5, although I haven't been able to make it work myself...
    Sine remo flumine adverso - Latin, 'up the creek without a paddle'.
    Mod leader of Warhammer Total War, Narnia Total War, and A Game of Colleges: Total War



    Under the patronage of Aden of Woodstock, The Black Prince.

  12. #12

    Default Re: The Complete EDU Guide (WIP)

    Guide updated with info on short_pike (and note also added for merc_unit update)

    Thx, Jubal_Barca. The purpose of the Guide is to state what can normally be done just through this file. Such modding changes aren't easy for everyone, so I can't include them here.

  13. #13

    Default Re: The Complete EDU Guide (WIP)

    Hi Aradan.
    Excellent guide.

    I have one remark about phalanx-short_pike.
    We found problems, at least when this couple of attributes were used in secondary weapon (primary was a javelin). When the soldiers were throwing the javelins, a long pike was shown vertically (no animation).

    This problem disappeared by eliminating short_pike and phalanx formation. The elimination of only phalanx did not solve the problem, but we didn't try the elimination of only short_pike.

    With regard to can_swim, it is (as you probably know) possible with BI.exe, but not with RTW.exe. The presence of the attribute in EDU (too lazzy to delete it ) doesn't produce any CTD, but we have remarked that soldiers in bridge battles tend to the suicide , they enter the river and die. This trend is less marked when can_swim is not present, although I've observed some cases:

  14. #14

    Default Re: The Complete EDU Guide (WIP)

    Thx for the phalanx-short_pike tip (and the can_swim confirmation). I haven't yet found the time to test phalanx (working mainly on FATW/BI 1.6), but info like this make testing small things much easier!

    Cheers

  15. #15
    Korinthos Hoplites's Avatar Centenarius
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    Default Re: The Complete EDU Guide (WIP)

    # [def_skill] : Unit's defensive skill, taken into account only in melee and only against attacks from the front or the right side. It doesn't affect defense against missiles. It represents a soldier's ability to parry(rather than block) and dodge strikes. Max value is 63 and everything higher will be considered 63.
    # [shield] : Unit's shield value, taken into account against both ranged and melee attacks, but only when they come from the front or the right side.Against missiles from the front it offers twice the protection it's value suggests. Measures the blocking capabilities of a unit's shield. Max value is 31 and everything higher will be considered 31.
    How do you know these?

    Has this been tested? I always thought the shield protected from the front and left.

  16. #16

    Default Re: The Complete EDU Guide (WIP)

    Yes, it has either been tested or is based on what Gerome Grasdyke has revealed in various of his posts over at the .Org. There are also some relevant research threads at the Ludus Magna there.

    The shield part is a typo, it is meant to read "left side". Thx a lot for pointing that out!

  17. #17
    Korinthos Hoplites's Avatar Centenarius
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    Default Re: The Complete EDU Guide (WIP)

    Thanks for the answer, also thanks for the guide, there were some things in the EDU that I never understood.

  18. #18
    Vitez's Avatar Miles
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    Default Re: The Complete EDU Guide (WIP)

    Quote Originally Posted by Monkwarrior View Post
    Hi Aradan.
    Excellent guide.

    I have one remark about phalanx-short_pike.
    We found problems, at least when this couple of attributes were used in secondary weapon (primary was a javelin). When the soldiers were throwing the javelins, a long pike was shown vertically (no animation).

    This problem disappeared by eliminating short_pike and phalanx formation. The elimination of only phalanx did not solve the problem, but we didn't try the elimination of only short_pike.

    With regard to can_swim, it is (as you probably know) possible with BI.exe, but not with RTW.exe. The presence of the attribute in EDU (too lazzy to delete it ) doesn't produce any CTD, but we have remarked that soldiers in bridge battles tend to the suicide , they enter the river and die. This trend is less marked when can_swim is not present, although I've observed some cases:
    How can you have more than 120 units.You have more than 220.???????

  19. #19
    Korinthos Hoplites's Avatar Centenarius
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    Default Re: The Complete EDU Guide (WIP)

    He's playing on huge uit size...

    # light_spear: Gives default bonus of +8 to defense vs cavalry, and penalty of -4 to defense vs. infantry. Offers less pushing power than spear.
    # spear: Gives default bonus of +8 to attack vs cavalry, and penalty of -4 to attack vs. infantry. Offers more pushing power than light_spear. Units with "spear" attribute tend to lose cohesion and break lines (due to the extreme pushing power) with undesired results, so use is advised only with cohesive formations/attributes like short_pike, shield_wall, phalanx etc.
    So light_spear changes defense and spear changes attack?
    Last edited by Korinthos Hoplites; November 24, 2007 at 04:48 AM.

  20. #20

    Default Re: The Complete EDU Guide (WIP)

    Yep, that's right. You can tell by timing the battles. When spear is present, they take less time than usual, because the bonus to attack means faster kills, while when light_spear is on the battles are slower than usual, because the defense bonus means slower kills.

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