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  1. #1

    Default Re: The Complete EDU Guide

    OK sorry I have just discover that this other descr_model_battle doesn´t mean anything so one thing less

  2. #2
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: The Complete EDU Guide

    I think you need to read some basic tutorials. Unit building is not hard and often where modders start.

    The models (.cas files) reference a model - NOT the skeleton of the model. You have removed model_flex lines so of course it will crash. You also need to remove the mounted standard and the wedge ability (and the mount effects line would make it more realistic, though that would not cause any errors to keep it in).
    "One of the most sophisticated Total War mods ever developed..."
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  3. #3
    Kylan271's Avatar Domesticus
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    Default Re: The Complete EDU Guide

    OK thanks Aradan. Hmmm,I ask as using TE Mod,Lusted uses a Stat Cost calculation to assign unit costs,and I was deciding on factoring lethality into the equation so as to make more lethal units at higher cost in comparison to weaker weapons(Lusted uses Attack+Defence+Morale(at 10%)xunit men=cost,mainly). It seemed a fair idea,but with missile weapons not factored it is not workable,as data has to be proportional at least.


  4. #4
    Kylan271's Avatar Domesticus
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    Default Re: The Complete EDU Guide

    Kokito,you have to ask Swabian why two DMB files? The desc_export_units should refer to one for its skeltons,textures etc,not two,unless he has a work around to avoid the 255(?) DMB limit???

    I think the Mod team has been experimenting with unit types,so two types of same unit. If different textures,and you like both,alter. If same,ignore marca gwynedd_2 and only bother with 1st.

    DMB

    Code:
    type                marca_gwyneddInf ;(Infantry model) #Add 'Inf' at end to show new model
    skeleton            fs_javelinman, fs_swordsman   
     ;skeleton            fs_hc_javelinman, fs_hc_swordsman                                    ( Infantry = skeleton            fs_javelinman, fs_swordsman)  
     indiv_range            40
    texture            slave,bi/data/models_unit/textures/ATW_marca_gwynedd.tga
    texture            vandals, bi/data/models_unit/textures/ATW_marca_gwynedd.tga
     model_flexi        bi/data/models_unit/ATW_marca_gwynedd.CAS, 15
    model_flexi        bi/data/models_unit/ATW_marca_gwynedd.CAS, 30
    model_flexi        bi/data/models_unit/ATW_marca_gwynedd.CAS, 40
    model_flexi        bi/data/models_unit/ATW_marca_gwynedd.CAS, max
    model_sprite        slave, 60.0, bi/data/sprites/slave_marca_gwynedd_sprite.spr
    model_sprite        vandals, 60.0, bi/data/sprites/slave_marca_gwynedd_sprite.spr
    model_tri            400, 0.5f, 0.5f, 0.5f
    EDU

    Code:
    type             marca gwyneddInf
    dictionary       marca_gwyneddInf
    category          infantry
    ;cavalry
    class            heavy
    voice_type       Medium_1
    soldier          marca_gwyneddInf, 30, 0, 1.5 ;15, 0, 1.5 =Change to Infantry number of men.
    ;officer          draco_standard_mounted                      =Officer maybe wrong type for Infantry,remove to be safe(I am not sure on this).
    ;mount            medium horse                                       =Remove as infantry
    ;mount_effect     elephant -8, camel -4                  =Remove as infantry
    attributes       sea_faring,hide_forest,hardy
    formation        1.5, 3.5, 6, 6, 4,square  ; ,wedge   =Remove ',wedge' as for infantry now,and no comma at end of 'formation' Alter formation to Infantry types,find a spear unit & see?
    stat_health      2, 1
    stat_pri         22,3, javelin, 40, 6, thrown, archery, piercing, spear, 10, 1
    stat_pri_attr    prec,thrown,thrown ap, ap
    stat_sec         9,12, no, 0, 0, melee, blade, slashing, axe, 10, 0.708
    stat_sec_attr    ap
    stat_pri_armour  5, 11, 8, leather
    stat_sec_armour  0, 0, flesh
    stat_heat        2
    stat_ground      0, -1, -8, 0
    stat_mental      8,impetuous,untrained
    stat_charge_dist 200
    stat_fire_delay  -35000
    stat_food        60, 300
    stat_cost        3, 450, 90, 40, 60, 450
    ownership        vandals, slave
    
    You have to add 'Inf' at end to create a seperate new unit,I use Inf as easier to remember. The red is add,blue is remove. you also have to alter your export_descr_unit_enums to include the new unit,ie:
    EDUE

    marca_gwyneddInf

    marca_gwyneddInf_descr
    marca_gwyneddInf_descr_short

    Then in text folder---> export_units to add unit descriptions. It is easier,being lazy to find "marca_gwynedd"(use EDIT--->FIND to help)and copy paste a 2nd one next to each other and rename the second to marca_gwyneddInf etc.

    This should do the trick..????
    Last edited by Kylan271; July 24, 2009 at 12:21 PM.


  5. #5

    Default Re: The Complete EDU Guide

    Re cost calculation: If lethality is used to balance out inherent skeleton inequalities, then you don't need to factor it in. But if it's used to make some units weaker/stronger than others (ala EB, TE, etc) then you will probably need to calculate it to get accurate results. For missile units you need to add a bit to the red equation, sth like this:

    Code:
    Cost = {[MslCombatFactor * (MslAttack + MslRange/10 + Ammo/25) + (Attack + Charge*0,2 + Armour*0,8 + Def*0,4 + Shield*0,6)] * Morale*0,2} * #-of-men

    As for mounting/dismounting:
    a) check the relevant tutorial
    b) check ER's basic tutorial on unit creation
    c) use [code] tags, makes reading easier.

    Having two DMB files is impossible btw, one should be an older or WIP version.
    Last edited by Aradan; July 24, 2009 at 10:24 AM.

  6. #6
    Kylan271's Avatar Domesticus
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    Default Re: The Complete EDU Guide

    Ok thanks I did not know about the 'quote' function,not used before. As for calculations,mounts and chariots are confusing to me to work out,and then the attributes? Do you give cost for ie warcry,chant,etc????


  7. #7

    Default Re: The Complete EDU Guide

    Yes, but if you start giving costs to everything, it can get really complicated. Our balance sheet for FATW, that does assign a cost to everything, has a gazillion variables and a cost-calculation formula that made some people bang their heads on the wall.

  8. #8
    Kylan271's Avatar Domesticus
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    Default Re: The Complete EDU Guide

    Yes I understand this as I play different games,and see some very complex formuli,which makes the game a tad boring at times. So trying to find a balance. I just ask about attributes as didn't know if anyone had considered a cost factor? CA doesn't...basically Attack+Defence xNo men..=cost,if at that,ie peasants 60 & 300,as examples,and they even use mass as factor,ie
    Upkeep=mass+1 xNo men,ie peasants 60=102(100),and 300=510..from what I figure,but nothing seems proportional,ie one cost for one unit another variable for others,so can't find common system in CA RTW1.5 or BI,ALEX etc. I just use [Attack(best-ap is 1.5x)+Charge,+Defence(and mount bonus),+Morale/10(as Lusted uses) X No. men(x health)] divide 2(mounts x1).

    Spoiler Alert, click show to read: 
    What I use is SETTLEMENT levels,which in game are Village/Town/LargeTown/City/LargeCity/HugeCity and derive Attack,Defence and upkeeps etc from which SetLevel the unit is created at. In game only 5 Settlements are shown,but there are six. Upkeep as example is more for Cohorts than Peasants per man,and mounts are double man cost(multiply by stat_health). It helps balance units,so I have Village Militia at 4Attack/2Charge Spear-Village(Lvl1),Hoplites 8/4-LargeTown(TE as 8/3)to Spartan Hoplites 12/6-Large City(In TE as 11/6,so I am close),just using SetLvl+1x2=SpearAttack,and Charge SetLvl+1=Charge,with missile at 1/2. Cavalry Charges are at 9max I see,so SetLevelx2&-1=CavCharge,ie 1/3/5/7/9/11,ie Cataphract=9(5th). It seems to work ^_* .


    Main problem that bothers me is Elephants and Chariots and Siege Weapons,as they have area attacks. How to work out a multiple attack unit????


  9. #9

    Default Re: The Complete EDU Guide

    Main problem that bothers me is Elephants and Chariots and Siege Weapons,as they have area attacks. How to work out a multiple attack unit????
    Just experiment and find how many men are killed on average by the area attack each time, then use that as a multiplier to attack?

  10. #10
    Kylan271's Avatar Domesticus
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    Default Re: The Complete EDU Guide

    Quote Originally Posted by Aradan View Post
    Just experiment and find how many men are killed on average by the area attack each time, then use that as a multiplier to attack?

    Tried a few times,very hard as variables are formation spacing mainly. Different results each unit type-using same weapon,ie Catapult..and again depends on ammo type-stone or fire. Mount attacks vary also depends on what speed they attack a unit at,ie charge or defending-and from what side ie rear,shield side or front??? Kills hard to assign as a standard multiplier due to so many variables.



    Hmmm,by the way what do fire arrows do damage wise and what of siege weapon fire??? They affect morale,but against units or structures what damage variation??? No listing in EDU about them?

    Fire arrows against siege weapons,hmm all this time and I forgot to try????


  11. #11

    Default Re: The Complete EDU Guide

    Thank you for the help guys! you have been very helpful!, I´ll see what I can do!

  12. #12

    Default Re: The Complete EDU Guide

    I don't think the damage changes when arrows get flaming.

  13. #13

    Default Re: The Complete EDU Guide

    Thank you Kylan271 and Aradan of course!!!, It work wonderfully, now I just need to balance things a little bit!, thank you again cheers!
    Last edited by Kokito; August 05, 2009 at 01:51 PM.

  14. #14
    Kylan271's Avatar Domesticus
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    Default Re: The Complete EDU Guide

    OK Kokito no probs,working on your other probs,and yeah thank Aradan also ^_* .

    Flaming arrows no extra damage,hmmmm. I know it affects morale,but is that for each volley..for a time limit from first attack...or cumulative or affects entire army or just unit hit??? Aghhhh,pulling my hair out...I have to research this,lol.

    Spoiler Alert, click show to read: 
    Best results I have with archers seems to be alternate fire & normal arrows-fire attacks slow,so second rank use fire to weaken morale and front rank inflict casualties quicker using normal arrows-so loss of troops & fire fear = enemty routs quicker than just using fire or normal. One has to weaken the enemy before they hit your front ranks,so this seems best shot.


  15. #15

    Default Re: The Complete EDU Guide

    Quote Originally Posted by Kylan271 View Post
    OK Kokito no probs,working on your other probs,and yeah thank Aradan also ^_* [/SPOILER]
    Haha, when modding you always get problems but that´s just the way it is certanly! If you want to have fun nothing comes cheap

  16. #16
    Kylan271's Avatar Domesticus
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    Default Re: The Complete EDU Guide

    Aradan I stumbled upon CA's docudemons and found:

    Formation: (horde, column, square, wedge, square_hollow, testudo, phalanx)
    Special_ability: (testudo, phalanx, wedge, drop_engines, flaming_ammo, warcry, chant, curse, beserk, rally, kill_elephants, move_and_shoot, cantabrian_circle, shield_wall, stealth, feigned_rout, schiltrom )

    These are allowed types in docudemon_conditions.txt,note some are alien to me...do you have any ideas what they are?????

    And discussing area damage before...oh stumbled upon this in BI of all things in descr_projectile_new(in RTW also),ie:

    Spoiler Alert, click show to read: 
    projectile ballista

    effect large_arrow_trail_set
    end_effect large_arrow_explode_set
    damage 24
    damage_to_troops 5
    radius 0
    mass 3
    min_angle -30
    max_angle 70
    velocity 60
    ;bounce 0.5 0.6 0.5 0.4
    display aimed particle_trail invert_model_z
    model data/models_missile/missile_ballista_bolt_high.CAS, 40.0
    model data/models_missile/missile_ballista_bolt_med.CAS, 80.0
    model data/models_missile/missile_ballista_bolt_low.CAS, max


    The damage to troops seems to be the max amount of men that weapon can effect,I missed this before.
    Last edited by Kylan271; September 13, 2009 at 12:46 PM.


  17. #17

    Default Re: The Complete EDU Guide

    Quote Originally Posted by Kylan271 View Post
    Aradan I stumbled upon CA's docudemons and found:

    Formation: (horde, column, square, wedge, square_hollow, testudo, phalanx)
    Special_ability: (testudo, phalanx, wedge, drop_engines, flaming_ammo, warcry, chant, curse, beserk, rally, kill_elephants, move_and_shoot, cantabrian_circle, shield_wall, stealth, feigned_rout, schiltrom )

    These are allowed types in docudemon_conditions.txt,note some are alien to me...do you have any ideas what they are?????
    These seem to be legacy code from the initial development stages, they probably won't work, but no harm in testing them I guess. Gonna test them now, actually.

    And discussing area damage before...oh stumbled upon this in BI of al things,ie:

    Spoiler Alert, click show to read: 
    projectile ballista

    effect large_arrow_trail_set
    end_effect large_arrow_explode_set
    damage 24
    damage_to_troops 5
    radius 0
    mass 3
    min_angle -30
    max_angle 70
    velocity 60
    ;bounce 0.5 0.6 0.5 0.4
    display aimed particle_trail invert_model_z
    model data/models_missile/missile_ballista_bolt_high.CAS, 40.0
    model data/models_missile/missile_ballista_bolt_med.CAS, 80.0
    model data/models_missile/missile_ballista_bolt_low.CAS, max
    Siege weapons always had two different damage value,s one for buildings and one for troops, hadn't they?





    EDIT: Bah, the engine doesn't even recognise them (it only ignores square_hollow, if assigned as secondary formation).
    Last edited by Aradan; September 14, 2009 at 05:59 AM.

  18. #18
    Hakomar's Avatar Ordinarius
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    Default Re: The Complete EDU Guide

    That is a shame. It is always good fun to find out what CA did not implement, it is a kind of surprise. I love your work Aradan by the way, and your involvement with the TWC community.

  19. #19
    Kylan271's Avatar Domesticus
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    Default Re: The Complete EDU Guide

    Oopsie,"Siege weapons always had two different damage value,s one for buildings and one for troops, hadn't they?"

    Sorry to clarify,I forgot to mention,there is 3 data types-1 building,2 men,3 area effect-units. Only in EDU is the damage to units,Projectiles lists buildings&area,look at arrow damage to see-it is '0' so refers to buildings. The 3rd is what I am refering to,it tells the engine how many units that siege weapon can effect,ie scorpion 2 and ballista 5.

    Oh dang,I was hoping some of those legacy code would be useful... Thanks for testing anyway!
    Last edited by Kylan271; September 14, 2009 at 01:23 PM.


  20. #20

    Default Re: The Complete EDU Guide

    Quote Originally Posted by Kylan271 View Post
    Sorry to clarify,I forgot to mention,there is 3 data types-1 building,2 men,3 area effect-units. Only in EDU is the damage to units,Projectiles lists buildings&area,look at arrow damage to see-it is '0' so refers to buildings. The 3rd is what I am refering to,it tells the engine how many units that siege weapon can effect,ie scorpion 2 and ballista 5.
    Hm, so, even if I have my soldiers spaced out 30 metres away from each other, this will affect "5" units/soldiers? Maybe it's just a +bonus to the value defined in the EDU?

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