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Thread: A little help with projectiles_tables

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  1. #1

    Default A little help with projectiles_tables

    Hey all, I'm trying to mod the game so that volleys are devastating at close range. I've opened up the projectiles file, and I know that one of the columns codes for accuracy bonus at different ranges. Can anyone tell me which column this is (there aren't headings) and whether the number is a bonus or penalty?
    I'll upload a screenshot in a minute, but I first need to make a photobucket account.

  2. #2

    Default Re: A little help with projectiles_tables



    Here's the table. I've highlighted columns I sense are relevant.

  3. #3

    Default Re: A little help with projectiles_tables

    Quote Originally Posted by bangell99 View Post
    The seccond parameter next to the velocity is the canister spread radius.

    I have mine at 25 for example.

    (Im not 100% sure is the 1st or the 2nd next the velocity parameter. But im almost sure it is the 2nd.)

    One more thing, have you guys noticed that if a unit that is under fire at a top of a cliff, almost all the shots miss the soldiers?
    Or maybe im just being paranoid...
    Last edited by Krieg_Boy; March 18, 2009 at 11:32 PM.

  4. #4

    Default Re: A little help with projectiles_tables

    Anyone?

  5. #5

    Default Re: A little help with projectiles_tables

    Trying somethings here too.. but my problem is... dunno how to check if it actually works.... any ideas? 'cause sometimes a volley on long range kills many, sometimes just a few... so i can't tell, yeah it's less effective on range now

  6. #6

    Default Re: A little help with projectiles_tables

    soon

    Sorry for such a post ^ , I was in a middle of testing. Testing the left column right now, kinda inconclusive results but doing extremes, going to narrow it down somewhat now
    Last edited by smbh; March 16, 2009 at 01:51 PM.

  7. #7

    Default Re: A little help with projectiles_tables

    You should figure it out for us. Set your accuracy really high so every shot hits, and then start changing values and seeing how the damage the unit dishes out changes with each variable.

  8. #8

    Default Re: A little help with projectiles_tables

    hehe...that's what my specially created sniper cossacks are doing over and over and over again vs some poor Brits

  9. #9

    Default Re: A little help with projectiles_tables

    maybe you can help me then..'cause i change units with Land Unit Stats Editor v0.1 from Delphy but stats haven't changed ingame :/

  10. #10
    aronnov's Avatar Tiro
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    Default Re: A little help with projectiles_tables

    where do i need to be looking for range? I'd like to change the value so those darn cherokee's dont have the +20/+30 range advantage on me.
    Honor ... means that a man is not exceptional; fame, that he is. Fame is something which must be won; honor, only something which must not be lost. ~ Schopenhauer

  11. #11

    Default Re: A little help with projectiles_tables

    5th "unknown" value

  12. #12

    Default Re: A little help with projectiles_tables

    The middle column has a remarkable effect on decimating the opposite side, but I slightly suspect it being the damage, looking at what the other gun entries have.

  13. #13

    Default Re: A little help with projectiles_tables

    man testing is stupid.... 'cause damn british don't want to run straight toward my line -_- and if they come from aside i can't see if there's a different effect

  14. #14

    Default Re: A little help with projectiles_tables

    I may see about putting together a scenario which can be run from game-start using the game_startup_mode, and the scenario would make the two teams spawn close to one another. You'd just change the XML if you wanted a different unit.

  15. #15

    Default Re: A little help with projectiles_tables

    Quote Originally Posted by LtChambers View Post
    I may see about putting together a scenario which can be run from game-start using the game_startup_mode, and the scenario would make the two teams spawn close to one another. You'd just change the XML if you wanted a different unit.

    hm if i would know how to create such a scenario?

  16. #16

    Default Re: A little help with projectiles_tables

    3rd column is reload rate.

  17. #17
    Libertus
    Join Date
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    Default Re: A little help with projectiles_tables

    middle column is damage. note how muskets and anything else meant to kill infantry is below 1, and everything else (excluding canister and grape shot) are above one.

  18. #18

    Default Re: A little help with projectiles_tables

    Soooo i'm not sure....'cause testing bit at the moment...but i think changing ap to effective_range_based should be the main point... 'cause thats the only really difference between normal cannon balls, and cannister shots....rest is almost identical (ok... except number of rounds per shot...

    so can anyone try it, too?

  19. #19

    Default Re: A little help with projectiles_tables

    PFM doesn't allow you to fill in empty strings or blank out existing ones yet, but I'll do that tonight. I can't wait to try out exploding bullets.

  20. #20

    Default Re: A little help with projectiles_tables

    My tests have been annoyingly inconclusive, as stats aren't changing ingame. >.<
    I'll get back to you guys tomorrow evening...

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