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Thread: ***Tutorial for changing movement points of units not characters***

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  1. #1

    Default ***Tutorial for changing movement points of units not characters***

    ok so i have not seen any tutorial that answers the questions of so many people out here and recently i was myself wondering if it was possible. If you want to change the movement points for infantry, cavalry and siege on the campaign map then listen up.

    First go to descr_campaign_db.xml in mods/stainless_steel_6/data
    when you open it go to the bottom and add what is colored:

    Spoiler Alert, click show to read: 

    <misc>
    <allow_resource_forts bool="false"/> <!-- do we allow forts and watchtowers to be built on resource locations -->
    <fort_devastation_distance uint="20"/> <!-- maximum movement point extents for determining devastation tile targets for forts -->
    <army_devastation_distance uint="20"/> <!-- maximum movement point extents for determining devastation tile targets for field armies -->
    <fort_devastation_modifier float="1.0"/> <!-- num devastated tiles modifier for forts -->
    <army_devastation_modifier float="1.0"/> <!-- num devastated tiles modifier for field armies -->
    <enable_hotseat_messages bool="true"/> <!-- do we allow hotseat messages to be send between human players -->
    <enable_unit_accent_overrides bool="true"/> <!-- do we use unit db accent overrides for campaign unit selection -->
    <cavalry_movement_points_modifier float="2.00"/> <!-- movement points modifier for cavalry units -->
    <infantry_movement_points_modifier float="1.00"/> <!-- movement points modifier for infantry units -->
    <siege_movement_points_modifier float="0.75"/> <!-- movement points modifier for siege units -->
    </misc>
    </root>

    note: this is just an example. You can put whatever values you wish for cavalry, infantry and siege.

    I have just tested it and it does work. (i tested it by giving cavalry "7.00" to be able to see any difference)

    i don't know if anyone else had already found out about this (cavalry and infantry) but i haven't seen any.
    This is different to the changing character movement points (general, captian, admiral, spy, assassin, priest, heretic, witch, inquisitor) which you can change by going to descr_character.txt
    Last edited by spanish_emperor; August 22, 2008 at 10:04 AM.
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  2. #2
    Gorrrrrn's Avatar Citizen
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    Default Re: ***Tutorial for changing movement points of units not characters***

    thanks spanish_emperor for this.

    will add to the expanded FAQs once people have had a chance to add further comments.

  3. #3

    Default Re: ***Tutorial for changing movement points of units not characters***

    thanks Rozanov, i had to put it down since so many people have asked this before and i couldn't find a tutorial for this.
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  4. #4

    Default Re: ***Tutorial for changing movement points of units not characters***

    Ah brilliant - I was wondering how to do this since I think that Cavalry should have much more unit points, as they do not have to stop as much to make camp etc. Same with Archers, since they are lightly equiped. I would +rep you if I could, so could someone else do this for me?

  5. #5
    loet66's Avatar Senator
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    Default Re: ***Tutorial for changing movement points of units not characters***

    Hi,

    Great idea but I think this thread should be moved to "Mod Workshop".

    Anyway, + rep.

  6. #6

    Default Re: ***Tutorial for changing movement points of units not characters***

    Quote Originally Posted by loet66 View Post
    Hi,

    Great idea but I think this thread should be moved to "Mod Workshop".

    Anyway, + rep.
    i also placed it in the mod workshop area. I placed it here since most of the people who were asking this question happened to be from SS forum
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  7. #7

    Default Re: ***Tutorial for changing movement points of units not characters***

    Is it possible to make similar changes for cavalry on BATTLE MAP? Their attack speed is to slow.

  8. #8
    delra's Avatar Praepositus
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    Default Re: ***Tutorial for changing movement points of units not characters***

    It's a good one. One thing I changed was speeding up artillery to infantry speed.

  9. #9

    Default Re: ***Tutorial for changing movement points of units not characters***

    this doesn't seem to work for siege equipment anymore.

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  10. #10
    Gorrrrrn's Avatar Citizen
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    Default Re: ***Tutorial for changing movement points of units not characters***

    Have finally got round to including O/P in expanded FAQs.

    my apologies for the delay!!!

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