Just wondering What i need to adjust to give two handed elite units 2.hit points
As i think they need to have this.
Thanks Mate will do that Tomorrow, now i go to bed as in england it is late. lol.
Just wondering What i need to adjust to give two handed elite units 2.hit points
As i think they need to have this.
Thanks Mate will do that Tomorrow, now i go to bed as in england it is late. lol.
Last edited by gary; December 05, 2007 at 06:34 PM.
My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
campaigns
(India.1930) (Norway 1940) (Fontenay le Pesnil) (North-West Europe1944-45) (Argoub Se!lah)
(Sicily, 1943 Salerno) (Minturno) (Anzio Gemmano Ridge)
"Burma, 1942"
My grandfather was a hero, modest, quiet and wounded twice, in hand to hand combat at Casino Italy.
As pertains to hit points, I've been wondering why Muire have two of them. Anybody?
Cheers.
Go to the export_descr_unit.txt file and search for your unit entry. Then under stat_health for that unit, change 1 to 2. So now it should look like this:
stat_health 2, 0
(and not)
stat_health 1, 0
Hope this helps.
Baird: "Hey! Stop shooting it, you're pissing it off!"
Cole: "You're telling me what not to shoot in here? Look at this ****!"
_____________
Carmine: "Landown? I heard there's a ****load of grubs down there..."
Marcus: "More like 10 ****loads"
_____________
Dom: "Marcus, ya ever seen them feed on imulsion?"
Marcus: "Hmph, they can eat **** and die for all I care..."
Gary, the file you're looking for is export_descr_unit which contains all unit info. You want to edit the value stat_health from 1, 0 to 2, 0 (the 0 is for mount health which infantry do not have). Be ware though, giving 2 handed infantry 2 hp will make them very strong. Adjusting there attack or defense values may be a better solution.
Landwalker, why do Sherwood archers and Hashashim have 2 hp. It seems that CA decides at whim what units to make 1/2 size 2 hp.
I guess units who have to hit points have an outstading ability to defende themselves and avoid blows, due to extensive training, preparation and experience; It's not that they can take an arrow in the eye and stay alive.
My mistake. Here's the gist of it:
You have Muire. Muire are, really, not significantly physically different from any other contemporary warrior. They are not doubly tough, they are not gigantic, hulking men, and they are not juiced up on psychedelic drugs that make them impervious to the effects of pain. Thus, there is no physical reason for them to have two hit points.
Yes, they exist in smaller quantities than other analogous infantry types (60 : 120), as do Sherwood Archers and Hashashim. However, simply being rarer or fewer does not make one thing tougher or stronger than something else. There are fewer Protestants in Italy than Roman Catholics, but I wager that Protestants have just as many "hit points" as the Roman Catholics. Thus, being fewer is not a causative factor in being tougher. (Tangent: Forlorn Hope are also fewer in quantity, yet have only one hit point, thus the assertion that Fewer = Tougher falls apart even without the application of logic.)
So, what I don't understand: Why do units with two hit points, who do not have a clear, rational reason for having two hit points, nevertheless have two hit points?
Cheers.
yeah, I tought that too, but I had to know some reason for a guy take twice the ammount of blows and stays there.
Baird: "Hey! Stop shooting it, you're pissing it off!"
Cole: "You're telling me what not to shoot in here? Look at this ****!"
_____________
Carmine: "Landown? I heard there's a ****load of grubs down there..."
Marcus: "More like 10 ****loads"
_____________
Dom: "Marcus, ya ever seen them feed on imulsion?"
Marcus: "Hmph, they can eat **** and die for all I care..."
Well, they can take arrows in both eyes... =)
Baird: "Hey! Stop shooting it, you're pissing it off!"
Cole: "You're telling me what not to shoot in here? Look at this ****!"
_____________
Carmine: "Landown? I heard there's a ****load of grubs down there..."
Marcus: "More like 10 ****loads"
_____________
Dom: "Marcus, ya ever seen them feed on imulsion?"
Marcus: "Hmph, they can eat **** and die for all I care..."
Yes, and I understand that that was the case in vanilla. However, the point (usually) of mods is to bring sense and order to the arbitrariness and entropy of CA's original, yet the two-hp units have been retained in SS. Hence, I'm curious as to why that isn't seen as, if not a problem, at least as something utterly bizarre.
Cheers.
ahh I see what you mean now Landwalker.
Although you're right, I'm guessing it's a matter of it being a "unique" unit type so it's "special."
Although with that same logic the order knights and unique KoJ unit should have 2 HP too...
now I'm in the boat of agreeing it is an anomaly...
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Well you might as well argue about bodyguards having 2 hitpoints. if they had 1 you couldnt let them fight at all. They arent supernatural either though.
Its just to keep the game more diverse that some have 2 hitpoints. If you ask me, some more units could be given 2 hitpoints and their numbers lowered. I think that every faction should have such a unit to make it fair. Excluding the bodyguards of course.
2 hitpoints is a HUGE advantage over 1.
IE You charge a 2 hit point unit with heavy cav and not kill any in the initial clash as opposed to 1/4 of the 1 hit point unit.
As it is, you need to totally swarm Eastern bodyguards with Early militia troops to take them down. Which, ok, I can accept 'cause otherwise you'd never commit your general to combat.
If other troops had that survivability? Full units of troops? Totally unbalancing.