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Thread: ****tutorial in changing movement points for units, not characters***

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  1. #1

    Default ****tutorial in changing movement points for 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 then listen up. (only for kingdoms expansion and mods which require kingdoms)

    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.
    Last edited by spanish_emperor; August 23, 2008 at 01:52 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

    Default Re: ****tutorial in changing movement points for units, not characters***

    Nice one, thanks! +rep!

    Cheers,
    D.

    Retired creator of 'Das Heilige Römische Reich' - Get v. 0.7 here.
    -------------------------------------------------------------
    Visit my homepage.
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    Proud son of jimkatalanos, grandson of Garbarsardar and father of DerDiskusWerfer and HannibalExMachina.

  3. #3

    Default Re: ****tutorial in changing movement points for units, not characters***

    thanks dimitri,
    i don't really have any purpose for this but i have seen so many people asking if this was possible that i had to help
    "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
    Opifex
    Join Date
    Feb 2005
    Location
    New York, USA
    Posts
    15,154

    Default Re: ****tutorial in changing movement points for units, not characters***

    Great to keep these all in one thread, +rep!


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  5. #5

    Default Re: ****tutorial in changing movement points for units, not characters***

    Only for Kingdoms I assume?

  6. #6

    Default Re: ****tutorial in changing movement points for units, not characters***

    Quote Originally Posted by aeoleron9 View Post
    Only for Kingdoms I assume?
    yep
    "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 in changing movement points for units, not characters***

    Nice work.
    +Rep.
    Reap the promised end to the struggle. Reap every point on our linear path.
    Reap the smiles in time we borrow, every harvest relies on the last.
    Reap the promising song of the sparrow, that they learned from the birth of sea.
    Silenced by the threnody of the crows. Reap the fallen fruit of the dogwood tree.
    But I witnessed in all this silence one soul's definition of beauty. and a backlit smile so temporary.
    A facade so rich with evil history. Cast in direct opposition set to overwhelm this moment to shine and sleep.
    came out on top of what was borrowed, and found all that beauty to be still...

  8. #8

    Default Re: ****tutorial in changing movement points for units, not characters***

    Ships too?

  9. #9

    Default Re: ****tutorial in changing movement points for units, not characters***

    Quote Originally Posted by Valakov View Post
    Ships too?
    you can change that in descr_character.txt
    "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



  10. #10

    Default Re: ****tutorial in changing movement points for units, not characters***

    is there a way to differentiate between units in same category? For example - wheeled artilery liek serpentines or culverins to have more moving points than bombards or old catapults/trebuchets?

  11. #11
    Opifex
    Join Date
    Feb 2005
    Location
    New York, USA
    Posts
    15,154

    Default Re: ****tutorial in changing movement points for units, not characters***

    Nope. They're all in the category of artillery.


    QUESTION!:

    Has anyone yet found a way to change (raise) the amount of movement points while on a road?
    Last edited by SigniferOne; September 25, 2008 at 04:50 PM.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

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