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  1. #1
    Remo's Avatar Campidoctor
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    Default Re: Firingmodes

    Quote Originally Posted by greyhawk View Post
    See what you guys are getting wrong is that you are trying to use elite troops (that use platoon fire) as line infantry...which is not their job..that is the job of LINE INFANTRY. The way i see it, the elite troops are to be put on the flanks, providing constant fire on the enemy (so the enemy is still being fired at while your line infantry reloads), and when melee starts, close from the rear as most elite troops are excellent in melee (and thus demoralizing and destroying the enemy).
    Exactly!!!

    +rep

  2. #2

    Default Re: Firingmodes

    It looks like unit firing modes are set up in the unit_to_unit_abilities_junctions db file, they just seem to be laid out in strings (with string lengths marked before) so disabling platoon fire for a unit should be easy enough.

    edit: Disclaimer - Fiddle at your own risk, I could quite easily be wrong. I'll try it out later though.

  3. #3

    Default Re: Firingmodes

    Quote Originally Posted by Jams79 View Post
    It looks like unit firing modes are set up in the unit_to_unit_abilities_junctions db file, they just seem to be laid out in strings (with string lengths marked before) so disabling platoon fire for a unit should be easy enough.

    edit: Disclaimer - Fiddle at your own risk, I could quite easily be wrong. I'll try it out later though.
    where can this file be found? does it need to be unpacked or what? I cant find it in the data folder

    thanks in advance

  4. #4
    LawL_LawL's Avatar Ducenarius
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    Default Re: Firingmodes

    Platoon firing and Rank firing have their separate advantages, but I think most people here are quite hasty and would rather have rank firing units to cause more damage over shorter periods of time rather than dragging it out with platoon firing. Oh and shouldnt breech loading tech. give you faster load rates for riflemen? or do Ferguson riflemen already overpower other units with a x2 reload rate or something? cuz I havent checked yet. Oh and another thing, if you're playing multiplayer, the last thing you want to do is spam guard units, they're more costly, have almost identical accuracy and reload rates, if you put off guards and go for line, you probably get one more unit of line troops for the same price of less guards. And the numbers really do count, as I've seen people lining up guards like line troops, all I did was hold my line back and sent skirmishers, it took the guy 20 minutes to realise he was losing and he charged, my skirmishers just pulled out and line inf. took over, easy win towards multiplayer statistics oh and greyhawk has a very good tactic. Hey anyone here actually found a way to use bow armed troops yet? none of the useable campaign factions have them, and I really wanna try out bows as they seem to outrange muskets and I think out shoot them. (as in rate of fire, because if they dont, Im not sure what was going on when they made the units)
    Last edited by LawL_LawL; March 11, 2009 at 10:37 AM.

  5. #5

    Default Re: Firingmodes

    I can verify that all you need do is delete the data (that contains platoon firing) between the '&'s for a specific unit to disable it.

    edit: I should add that you should delete one of the &'s as well.
    Last edited by Jams79; March 14, 2009 at 11:57 AM.

  6. #6
    Paul_Kingtiger's Avatar Foederatus
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    Default Re: Firingmodes

    The United Provinces get access to native bow militia in the Caribbean.
    www.st-george-squadron.co.uk
    a Pirates of the Burning Sea Guild

  7. #7

    Default Re: Firingmodes

    I do know that Advance and Fire works good with your regiments. As far as standing in an idle state shooting/crouching/shoot/crouch/shoot/crouch/repeat I'm not to sure about. I'll try and find the file for it and give it a go for you though!

  8. #8

    Default Re: Firingmodes

    Check this out at min 0.55.


  9. #9

    Default Re: Firingmodes

    Platoon Firing shouldn't even be in the same league as Fire by Rank. The only reason it is is because of a bug (balance feature?) that means the first line will only fire when the third line is fully reloaded.

    If you were to actually watch the animation of the unit, you'd find that your first rank is well and fully reloaded during the firing of the third rank (or just after). This would cause a CONSTANT firing of massed volleys, absolutely DESTROYING the enemy.

    Platoon fire on the other hand has the same bug, but for some reason the time is less pronounced for the last little group that needs to reload. Technically in Platoon firing the first little group should be firing while one of the later groups is also firing.

    Until this bug? is fixed, Fire by Rank won't be as effective as it really should be, and will annoy the crap out of me because I have to watch my front rank reload twice.

    And platoon fire, while it will be even less useful in comparison to Fire by Rank, it will be far more useful overall with 2 little groups firing at all times, instead of just one.

    Basicly, I want them to fire when they are reloaded, instead of reseting after every "volley" and having them all reload for no good reason.

  10. #10

    Default Re: Firingmodes

    Quote Originally Posted by Daykeras View Post
    Platoon Firing shouldn't even be in the same league as Fire by Rank. The only reason it is is because of a bug (balance feature?) that means the first line will only fire when the third line is fully reloaded.

    If you were to actually watch the animation of the unit, you'd find that your first rank is well and fully reloaded during the firing of the third rank (or just after). This would cause a CONSTANT firing of massed volleys, absolutely DESTROYING the enemy.

    Platoon fire on the other hand has the same bug, but for some reason the time is less pronounced for the last little group that needs to reload. Technically in Platoon firing the first little group should be firing while one of the later groups is also firing.

    Until this bug? is fixed, Fire by Rank won't be as effective as it really should be, and will annoy the crap out of me because I have to watch my front rank reload twice.

    And platoon fire, while it will be even less useful in comparison to Fire by Rank, it will be far more useful overall with 2 little groups firing at all times, instead of just one.

    Basicly, I want them to fire when they are reloaded, instead of reseting after every "volley" and having them all reload for no good reason.

    Whoa!.... no one see this post?
    Me thinks the words "the","on","nail" and "head" come to mind, not necessarily in that order...

  11. #11

    Default Re: Firingmodes

    It's in the patch.pack in the db folder, yes you need to unpack it.

  12. #12

    Default Re: Firingmodes

    Any new discoveries or fixes concerning the fire drills? Maybe we should report them as bugs and hope CA fixes them?

  13. #13
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: Firingmodes

    The other problem is that platoon firing will only use two rows.

    So you have to stratch your regiment out really wide, in doing this your first soliders are reloaded and waiting by the time you are less than halfway down the line.

    Hence why I took it off elite units and left it on the smaller units like grenadiers.
    Last edited by l33tl4m3r; March 21, 2009 at 06:36 PM.
    [House of Caesars|Under the Patronage of Carl von Döbeln]

  14. #14

    Default Re: Firingmodes

    Hi! Is there a way to allow platoon fire mode without the formation's enlargement?

    I don't like it but I can't find a way to avoid those automatic larger ranks.

    Thanks and excuse my english

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