Automated Unit Calculator v1.05 - For DLV 5.01 Defense skill and Armour Values Calculator. Melee Vs Cavalry Ballance Calculator Package includes Export_Descr_Unit.txt already writen and tested
Everything updated to bugfixer 0.1, included new units
DOWNLOAD IT HERE (FileFront Host, if you want another host just point out your favorite one and it will be there ASAP)
See instructions for use of these tools in the post below or DOWNLOAD PDF VERSION.
Update log:
Spoiler Alert, click show to read:
V 1.05
-PDF included
-small and big fixes on this units:
---varangian guard. no more shield deffense for this ones, if you are a biz-fan then you can give them 1 more armour point for shield, just not give them shield bonus
---biz heavy spearmen. turned them into what they ARE, greek phalanxing spears, added sword to them, they were heavily overpowered by not having one
---ghulam. now have values for mace not for sword
---maybe some other minor fixes like that
V 1.04
-Changed EDU to work with DLV 5.0 bugfixer_1
-Added Units, moved units to new places (forgot to erase 2 units from the calc, sorry there, the EDU is ok)
-Despite new ballance in vanilla DLV being quite achieved with some units, some other are not. therefore i keep my numbers for now.
V 1.03
-some minor fixes
-big bug fixed: spear_bonus_2 was causing CTD, fixed the formula so this result is no longer possible. added a warning.
-added a resulting EDU, ready to play with vanilla DLV 5.0, use this EDU to edit your own values, saving lots of precious minutes
V 1.02b
-again a typo with elephants... i wrote elefants in some of them... fixed.
-varangian guard have the shield on their back, so im not discounting skill on them (as i did already with dis mailed knights)
V 1.02
-fixed armour values for all units
-cavalry heavily downgraded
-NEW!! Included a melee vs cavalry Calculator, to ballance cavalry in DLV
v 1.01
-fixed elephants
-fixed armoured spearmen
-small other fixes
v 1.0
-able to determine defense skill and armour values for all units on the vanilla DLV 5.0
-able to asign different skill levels according to units details as seen in screenshots in next post
-fully editable values and categorization of the troops (you can decide whether a seargent spearmen count as "untrained" or "trained"
Disclaimer:
-The numbers now are very good indeed, i highly recommend you to use them, but they are not perfect, as im always finding some unit that got into a wrong category and so on... plz give feedback when you use it so i keep this table getting better
remember this numbers are for vanilla DLV, as numbers in pinko´s tend to be fairly smaller but you can edit the fixed values on the tool to achieve smaller numbers as well.
Enjoy the ballanced cavalry!!!
sergeant spearmen beats feudal knights
two french pike units defeat two english demilancers units
(one on one the pikes will lose, because leaders are killed right in the first charge)
I challenge you to try those same battles with vanilla EDU!
Last edited by ivanhoex; September 24, 2007 at 02:56 PM.
This is an automated table, lets you set the level of training, level of armour, if it is ready to hold in a melee fight, if it is equiped with shields and if it is an expert from the mongol warrior training center
The arrows depicts where the fields are being added
The immediate red marked cells to the right of the units names are the final numbers to be set in the EDU
The mounted fighters have +5 defense skill added in the formula and +1 armour, the fixed values are in the footer
The table comprends more than 400 entries (even ignoring all siege and boats) and all units are in order of appearance in the EDU
How to use this sheet:
1)
First, you have to think about how much armour/skill each thing means
Then you check the variables and place the numbers you like there. Variables are fixed numbers that work together in the formula to give a result
The variable numbers are in the row 5, in orange.
The numbers for horses are at the bottom of the table.
you can also simply delete a YES and that factor will not be added
(if you want not to be adding armour for armoured horse, for ex,
you just delete all in the armoured horse column, thats certainly not reccomended without a back up)
If you want to convert a "trained" unit in an "elite" one you just delete the YES below "trained" and place one under "elite"
(becareful not to place two YES because this will add up and the unit will now be "UBER" XD )
So if you want to modify the resulting values, because a different battle AI handles better smaller ammounts, or because you like elites to be even better or archers even worst, then you can do so just by placing a different number in the correspondient variable
2) Once you have all values according to your liking, you will notice that all the TOTAL values surronded in red, at the right of the name of the units (see image above), were changed to reflect the new stats
3)
Finally, open the EDU sheet (you find it in folder /medieval 2 total war/DLV_EXT/DATA/Export_descr_units.txt) (always remember to save as and make a few back ups before editing)
This are the numbers you should be editing:
4)
Set your descktop as in this picture, and start typing your new numbers. this process may total something like 20 minutes, but its the fastest way i have found up to today (if you have a better way, then tell me!! =P ) (BUSCAR means SEARCH in spanish , SIGUIENTE means NEXT)
Im using a modded windows here... this is a notepad open in windowed mode over the excel sheet
5)
Save a back up of your edited EDU and overwrite the original
6)
Delete all .bin files at DLV_EXT/DATA/TEXT/..
7)
Test your changes and make the small digital people stab each other endlesly
Last edited by ivanhoex; September 21, 2007 at 01:05 AM.
Re: NEW!!! DLV modder tool: automated unit calculator 1.0
Melee VS Cavalry Unit Calculator (AKA The Cavalry Ballancer)
Features:
-New variables to set different values for different antiCav weapons
-Does NOT change mass values nor attack speeds
-Absolutely nothing about this fix makes anticav infantry better agains another infantry!
-And above all: NO UBER PIKES XDDDD
How To Use This Sheet:
1)
Edit this values (and every "YES" value you see that is not surrounded by red) and achieve your own ballance for every mod (just add your units and double check you are copying the formulas by holding the left corner of above or below cell, so all parameters are kept)
2)
Follow same instructions for the EDU editing as said above, you are gonna edit this values typing or copying from another unit:
3)
For mount_effect make a new entry in every unit description, you can copy it from elephants camels almughavars, etc, once you have one you just copy paste that. Example:
if the value on the RED COLUMN for mount_effect is "4" then you add this above the "atributes" line:
mount_effect horse +4, camel +4, elephant +4
4)
Likewise, you check for the existance of the words "long_pike"in the atribute list of the units that say "YES" in that red column, if it does not exist, then add it.
5)
All spears already have the bonus_spear_8 or bonus_spear_4
You are not only gonna change this values, but also you are gonna add this atribute on all the units you want to hold cavalry, without being exterminated in seconds.
6)
The same final steps as before, back up your vanilla EDU, delete all .bin files on sega/medieval 2 total war/dlv_ext/data/text/..
copy over the EDU to sega/medieval2 total war/dlv_ext/data/text/.. and play the game. Be warned: a valour of 2 in this causes CTD!
The top right surrounded words are not actually there, is just another snapshot, from the elephants description
NEW VARIABLES!!!
finally, if you had not actually found this sheet, check at the bottom of the excell and click the second tab!
IT WORKS!!! (spears are winning the battle, off course)
Last edited by ivanhoex; September 21, 2007 at 01:07 AM.
i spent 4 hours after i typed all the new melee vs cav data in the EDU just for typo cleaning...
found some minor mistakes in some definitions but the thing that really really was a pain in the a... was that spear_bonus_2 gives ERROR!!!
yea... it is listed as a valid number. but it is certainly not.
after i finally realize that, got changed the formulas in the excell sheet and changed 5 rebelious troops, and now all is working perfectly.
even more than perfect. check out the new screens on the first post!!!!
ps_ it is more than perfect because being perfect means i can FINALLY start my damn campaign!!
PS: i still want to know how to make a link that directs to certain point inside this thread, so i link the first time mentioned tables with their description
PS:
more pics!!!
rock paper scisors IS BACK!
im playing dismounted feudal vs ... mounted feudal knights, and they slaughter the hell outa me
i had two DFK troops one in top of another, so to make them more "massive"... it worked with pikes...
you can see that the second cavalry didnt have the time to charge and my troops are already destroyed.
here im playing dismounted feudal as well.. but this time im facing sergeant spearmen and they are no match for this guys melee skill
(the same guys that wipe the floor with mounted feudal knights in the first post)
Last edited by ivanhoex; September 21, 2007 at 01:24 AM.
I do not understand the goal of this calculations.
What is the reason you are changing for imperial knights
from
stat_pri_armour 8, 4, 4, metal
to
stat_pri_armour 10, 5, 4, metal
and for english knights:
from
stat_pri_armour 8, 4, 4, metal
to
stat_pri_armour 9, 5, 4, metal
why the differences ?
repman
BareBonesWars 8.1 for RTW 1.5
Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield. Deus lo Vult DLV 6.2 for MTW II Kingdoms
Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics
the key difference in those units are the final armour value they will get by upgrading and probably horse armour type
upgrades augment the armour value by +2 / +2.5 (i read this from lusted and he has tested this thouroughly) so you can check the formula on the right of the table, it calculates each maximun upgrade value, and adjust the initial armour value so when added the upgrades units are actually having the proper armour value for their upgrade
i also make a big difference between normal horses and armoured ones, so as any horse is a target for missile fire as much as the people they carry, then it is not fare to not calculate this factor.
then armoured horses add +3 to armour factor, mailed horses add +1 and all rest add +0
now im beggining to feel like substracting defense skill from armoured horses, if you agree or disagree, plz make me know.
the difference in defense skill relates to training class and shield carrying.
as defense skill is only applied to melee damage, it is the key to differentiate militias from regular soldiery and regular soldiery from elite trained troops
this way, a heavy armoured militia unit will sustain as much casualties from missile fire that an elite one being both in the same type of armour, but when toss in melee, the elites will be the clear winners of the day.
horses have a -1 for defense skill for ballance purposes only. (it is also quite reallistic as a man over a horse is a more predictable target, and you always can hit the horse itself, maybe i should lower this more, but it works fine for now)
i realize that vanilla DLV armour and defense skill values for horses were having different aproachs across the edu, this table helps making all the desitions at once and applies to all units at once
if this numbers are tested and give out incorrect results, please post the units that are not behaving as they should and i will find a fix asap
ps_ did i ever said your mod made my life brightier? this game is not this game without DLV, and when i play it feels like magic, like reading a freakingly awesome book, full with epic battles and politic struggle, and being able to pause the battle and look at the people actually fighting... i dont know but sometimes i get my hair all tense, like if i was on the theatre in the most epic part of the battle, like when you first heard the FOR SPARTA!!!!! warcry
edit:
if you look your troops in the battlefield, and you start wondering why that uber heavy unit says it has less armour than that other that looks in mail, well, that is because every upgrade of armour counts double in real math, but in the game it shows as only a +1 , so if you have a golden upgrade unit with veeeery low armour in the description, try adding +3 or +4 to that armour value and see if that DO make sense. thats the REAL value for armour on that unit.
Last edited by ivanhoex; September 24, 2007 at 08:53 PM.