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Thread: The Complete EDU Guide

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  1. #1

    Default Re: The Complete EDU Guide

    type BLTW_sunogung
    dictionary BLTW_sunogung
    category infantry
    class missile
    voice_type Medium_1
    soldier BLTW_sunogung, 30, 0, 1.3
    officer BLTW_officer_choson
    attributes sea_faring
    formation 2, 2, 2, 2, 5,square
    stat_health 1, 0
    stat_pri 17,2, xbow, 40, 60, missile, archery, piercing, none, 1, 1
    stat_pri_attr ap
    stat_sec 8,2, no, 0, 0, melee, simple, piercing, knife, 0, 0.075
    stat_sec_attr no
    stat_pri_armour 10, 5, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 2, -1, 3, 2
    stat_mental 10,disciplined,trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 750, 275, 170, 170, 750
    ownership spain


    Green is the missile attack, increase it if you want better fire-power
    Red is the melee attack, increase if you want to make them good at fighting
    Blue is melee defense skill, increase if you wabt to make them tougher in melee (won't affect defense against arrows)

    I can't tell you how much to change the stats, as I'd need to know the other units' stats for comparison.

  2. #2
    Lord Dakier's Avatar Protector Domesticus
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    Default Re: The Complete EDU Guide

    The samurai are probably the best average soldiers. Obviously these archers should be just a bit less stronger.

    type BLTW_samurai_swordsmen
    dictionary BLTW_samurai_swordsmen
    category infantry
    class light
    ;speed normal
    voice_type Medium_1
    soldier BLTW_samurai_swordsmen, 48, 0, 1
    officer BLTW_officer_akagi_zensen
    attributes sea_faring,hide_forest,warcry
    formation 1.3, 2, 2.6, 4, 4,square
    stat_health 1, 0
    stat_pri 4,2, no, 0, 0, melee, blade, slashing, sword, 25, 1
    stat_pri_attr no
    stat_sec 0,0, no, 0, 0, no, no, no, none, 25, 1
    stat_sec_attr no
    stat_pri_armour 10, 3, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 7
    stat_ground -3, 0, 0, 0
    stat_mental 5,impetuous,untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 550, 180, 100, 200, 550
    ownership greek_cities, seleucid
    We Came, We Saw, We Ran Away!

  3. #3

    Default Re: The Complete EDU Guide

    Well, just compare their respective lines and numbers I bolded in the previous post.

    Code:
    stat_sec         8,2, no, 0, 0, melee, simple, piercing, knife, 0, 0.075
    The purple part is really hurting the unit's attack. 0.075 is a *very* low chance of killing, since Samurai have it at 1, I suspect you are using vanilla values, so make the purple value 1 as well.
    After you do that, make the orange part 25, that's the standard for melee units.
    Make the red part 3, to make your crossbowmen a bit weaker than the Samurai.

    Code:
    stat_pri_armour  10, 5, 0, metal
    And finally lower the blue part 2 or 3.


    That's the layman's approach to unit balancing though, you might want to consider assigning values depending on weapon and armour used, unit "class", etc, instead of this free-form approach.

  4. #4
    Faridus's Avatar Centenarius
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    Default Re: The Complete EDU Guide

    Aradan,
    in your pevious post you said:
    After you do that, make the orange part 25, that's the standard for melee units.
    you were talking about the min delay, 25 is 2.5 seconds right? (25/10 of a second), isn't 2.5 seconds a little too long between sword strikes?
    when looking at EDU, i found some min delay set at 0, how would this affect a battle?
    thanks for you input.

  5. #5
    Athenogoras's Avatar Campidoctor
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    Default Re: The Complete EDU Guide

    Aradan: Do you know what values influence AI-choice of garrison. In Chivalry the AI-rebels often chooses the named character as garrison and moves out the rest to the region.
    - Do you know if it has anything to do with unitstrenght, numbers?
    - Does Ai calculate good administratortraits and therefore leave him in the city
    - Can this be influenced by secondary hitpoints. To influence AI to leave militia as garrison and character to join the fieldarmy.

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

    Quote Originally Posted by Faridus View Post
    Aradan,
    in your pevious post you said:

    you were talking about the min delay, 25 is 2.5 seconds right? (25/10 of a second), isn't 2.5 seconds a little too long between sword strikes?
    when looking at EDU, i found some min delay set at 0, how would this affect a battle?
    thanks for you input.
    I am also curious. Any ideas????


  7. #7

    Default Re: The Complete EDU Guide

    Forgot to add that unit armour and weapons also plays a part. Units armed with pikes or armoured in plate don't hide that well...

  8. #8

    Default Re: The Complete EDU Guide

    Quote Originally Posted by Aradan View Post
    Forgot to add that unit armour and weapons also plays a part. Units armed with pikes or armoured in plate don't hide that well...
    True. Thanks! My point too, but unfortunately there`s no hide_poorly_forest for them. They`re either visible at all times or able to hide as well as anyone else(save for the specialist skirmishers with improved). That`s the dilemma. To make or not to make the phalangites and hoplites and heavy cavalry unable to hide. From what I see all mods let them with hide_forest. I`d be a pioneer.

  9. #9
    Lord Dakier's Avatar Protector Domesticus
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    Default Re: The Complete EDU Guide

    Thanks Aradan they work more the way I want them to work now
    We Came, We Saw, We Ran Away!

  10. #10

    Default Re: The Complete EDU Guide

    Slightly updated with info about the stat_fire_delay statistic, adding that if it's set to anything other than 0, it breaks cavalry charges, as riders don't always lower their spears, even if the charge is done properly.

  11. #11

    Default Re: The Complete EDU Guide

    Good to know. Thanks!
    On another matter, is the stat_sec_armour calculated for cavalry or infantry? You`ve said that ridden horses do not have a separate defence. Does that mean that whatever is put there(higher than 0) for a unit that has no animals(dogs, pigs) or vehicle will not be taken into account by the engine?
    In vanilla RTW I`ve noticed that some cavalry units get 1 for defense skill. The same for some archer warbands and warband hurler briton gets 3! I was wondering if it gets some sort of bonus to the unit somehow...

  12. #12

    Default Re: The Complete EDU Guide

    Haven't tested it properly yet, it's on my to-do list. I think it must be taken into account in auto-resolve, same as the sec hp, because vanilla EDU gives it to cavalry-archers iirc.

  13. #13

    Default Re: The Complete EDU Guide

    It seems it gives it to heavy cavalry units and only in the form of the defense skill(mostly 1). Most general bodyguards seem to have it(not all though), as well as the cataphracts(camels included) and the carthaginian medium cav and the scythian noble cavalry units. to give some examples. The horse archers(the light ones) don`t get it in RTW much as I see. On the other hand the greek light lancers have it, but the greek medium cavalry not.. :hmmm:

    In BI the archer warband units just like in RTW get the defense skill and in general the values are higher than in vanilla RTW. The frankish paladins get 4 defense skills for example.

    I see no clear pattern in the vanilla files so if you test this let me know to what conclusion you come to please. Thank you!

  14. #14

    Default Re: The Complete EDU Guide

    In BI, if I wanted to give the berseking ability to another unit, what would I need to do?

  15. #15

    Default Re: The Complete EDU Guide

    Code:
    stat_mental      xyz, berserker, abc
    That's all.

  16. #16

    Default Re: The Complete EDU Guide

    Cheers!
    Any ideas why berserkers can't be put into M2TW?

  17. #17

    Default Re: The Complete EDU Guide

    Well, if the ability is not supported by the hardcode, there's not much a modder can do other than whine about it. That said, I've not modded M2, so the ability might be hidden somewhere in the .exe and nobody knows.

  18. #18

    Default Re: The Complete EDU Guide

    Sorry for being off topic here, how would you 'look' inside the .exe?

  19. #19

    Default Re: The Complete EDU Guide

    Using a hex editor (you can google it). Of course modifying the .exe would be illegal, but just looking is ok, I think.

  20. #20

    Default Re: The Complete EDU Guide

    I recall that there was a fuss made in vanilla that the camel units were scary for the cavalry using horses. In the descriptions it said this:
    Code:
    In addition, cavalry are unlikely to be successful when sent in pursuit because the strange - and strong - smell of camels is deeply unsettling for horses.
    And the adviser uses this:
    Code:
    {City_Training_numidian_camel_riders_Unit_Next_Text_01_Text1}
    [...]Camel-mounted troops upset horses, and get a bonus in combat  against cavalry.
    But I don`t see them using the frighten_mounted attribute so I was wondering whether the camels somehow get a hardcoded effect or whether the reference was only for artistic reasons. Any idea?

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