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Thread: Attack Speeds, help needed!

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  1. #1
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    Default Attack Speeds, help needed!

    I am hoping there is someone who can help me with this, I am trying to sort out DLV's EDU and I've come to attack speeds and I'm think I might be making a mess. I'm adjusting the last 2 variables of stat_pri/stat_sec I've standardised the weapons as follows:

    sword - 10, 1.2
    2h sword - 10, 1.5
    mounted sword - 10, 2

    axe - 15, 1.5
    2h axe - 15, 0.4
    mounted axe - 15, 2
    polearm - 15, 1

    spear - 25, 0.4
    mounted spear - 25, 1.5
    javelin - 25, 1
    pike - 75, 0.3

    mace - 20, 1.5
    2h mace - 20, 0.4
    mounted mace - 20, 2

    Does anyone see a problem with it? Please bear in mind that 1 handed axes and maces share an animation and 2 handed axe and mace share animation also in DLV. At least it looks that way...

    Any help is much appreciated!!

    Thanks!
    Last edited by Taiji; September 28, 2008 at 05:20 AM.

  2. #2

    Default Re: Attack Speeds, help needed!

    I read somwhere in the last week or so that the first number which is usually 25 should always be an odd number. Can't remember why and it didn't seem to cause any probs when I made it an even, before I read it...
    I think its a minimum delay between attacks after animation, so 2 units could be set the same but take longer to attack depending on the lenght of their anim.
    As for the second number, I don't know what difference changing the 'Skeleton compensation factor in melee' would make...

  3. #3
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    Default Re: Attack Speeds, help needed!

    Interesting what you say about odd numbers, I'll look into it.

    I just found out that Skeleton Compensation is apparently where Lethality was in RTW. If it serves the same function then it determines how likely a kill is when the unit hits and defeats the defenses. I'm not certain whether higher or lower means a greater chance of killing but I suspect that it's a lower value that makes a kill more likely.

    It doesn't affect attack speed, I was wrong, but it does affect kill rate.
    Last edited by Taiji; September 29, 2008 at 02:35 AM.

  4. #4
    Opifex
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    Default Re: Attack Speeds, help needed!

    As far as I know skeleton compensation has been disabled in MTW2.


    "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
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    Default Re: Attack Speeds, help needed!

    SigniferOne, thanks for clearing that up for me!

  6. #6

    Default Re: Attack Speeds, help needed!

    Quote Originally Posted by SigniferOne View Post
    As far as I know skeleton compensation has been disabled in MTW2.
    I'm not so sure, a number of kingdoms units have odd numbers here.
    Dismounted Tartar Lancers 0.6
    Giltines Chosen 1.33
    Samogitian Axemen 1.33
    Sudovian Tribesmen 1.2
    etc. etc.
    Seems the shorter the weapon, the greater the number. With 1.8 being the highest for knives...
    Why would they make new units with different values if they were not used?

  7. #7
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    Default Re: Attack Speeds, help needed!

    You make a good point there Eothese, I am working with kingdoms.

    I hope someone has an answer.

  8. #8
    Opifex
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    Default Re: Attack Speeds, help needed!

    There's a simple solution: Give a unit the value of "10", and see if he acts with drastic improvement.

    So far people's word has been that it won't; but then again they could've been trying with medieval2.exe.


    "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

  9. #9

    Default Re: Attack Speeds, help needed!

    it wont work with medieval2.exe, but it is enabled in kingdoms.exe... atleast for melee weapons - ranged weapons are not affected by skeleton compensation

  10. #10
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    Default Re: Attack Speeds, help needed!

    Awesome! Thanks for confirming that, JaM!

    OK, Now what does it do?:

    Higher number = greater effect?

    Like lethality in RTW does it affect the likelyhood of a successful hit turning into a kill?

    As it's name suggests does it add more knockback?

    What are the max and min values?

    Thanks again for testing this JaM, your work is greatly appreciated.

  11. #11

    Default Re: Attack Speeds, help needed!

    Higher is the number, slower is the animation.
    I'm affraid lethality cant be adjusted in EDU,but it is possible to make melee more lethal by changing <melee-hit-rate>1.75</melee-hit-rate> in battle_config -> if you want slower longer melee fights then lower the value, if you want faster more lethal melee then rise that value.

    Also higher is the attack value, higher is the chance of scoring critical hit.

  12. #12
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    Default Re: Attack Speeds, help needed!

    Thankyou JaM, very informative as always!

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