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  1. #1

    Default phalanx/ weapon range...

    Hi,

    I'm currently working on my own "mod". No new skins/ animations, just pure text editing.

    I've ran into a problem with the phalanx units...

    Is there a way, i can increase the weapon range of melee units?

    So that i can make them use the "short_pike" attribute?

    So that they actually attack the enemy (in phalanx formation), when they come in range of their spear points (about 2.5-3m in front of the first line) and don't wait for them to charge unharmed through the first 2 lines, beating a full quarter of them to a bloody pulp, and THEN, turning to their swords?

    thx in advance.

    btw, i've already read through 90% of the related forums, including the "complete EDU guide", so no need to point these out

  2. #2

    Default Re: phalanx/ weapon range...

    Well if you use Caligula the RTW unit Editor you can easily just choose a certian unit to have a spear or a short pike.

  3. #3

    Default Re: phalanx/ weapon range...

    Quote Originally Posted by anelious phyros View Post
    Well if you use Caligula the RTW unit Editor you can easily just choose a certian unit to have a spear or a short pike.
    I know how to do that, as mentioned in the first post, but i want to use them (short_pike), as soon as the enemy comes in range, and not too late, so that the unit automatically turns to their swords...

    but thx anyway

  4. #4
    HouseOfHam's Avatar Primicerius
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    Default Re: phalanx/ weapon range...

    Perhaps, it has more to do with formation denseness and unit mass than the range.
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  5. #5

    Default Re: phalanx/ weapon range...

    Quote Originally Posted by HouseOfHam View Post
    Perhaps, it has more to do with formation denseness and unit mass than the range.
    Already tried collision mass, no effect, except on pushing power.

    Also tried denseness, has no effect either, because, it either makes the phalanx formation useless, or raises the "sword-awareness" along with the "short_pike awareness"..

    but thx anyway

  6. #6

    Default Re: phalanx/ weapon range...

    Try messing around with the charge distance, set it as low as possible (1). And then try guard mode. I'd expect higher mass coupled with higher density to have some effect though...

  7. #7
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: phalanx/ weapon range...

    When you give a unit the 'phalanx' (long or short pike) attribute the spear they use comes from the 'magic pocket' (a place where the game hides secondary weapons) and the actual spear the model has goes in the pocket, I imagine the attack point becomes hard coded in that instance since the spear length is set (rightly or wrongly).

    I guess you can mess around with mass and density but I don't think it will make much difference.

    Your better off leaving out Phalanx all together (imo) or perhaps using Sig'one's animations.

  8. #8

    Default Re: phalanx/ weapon range...

    thx for all answers, tried them (all together, seperate), none worked... i guess i'll check out the anim's then

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