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Thread: Synchronized volley and removal of platoon firing?

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  1. #1

    Default Synchronized volley and removal of platoon firing?

    I found platoon firing incredibly useless and ineffective, but on the other hand no one seems to be capable of an all-regiment volley...

    Can anyone mod this?

  2. #2

    Default Re: Synchronized volley and removal of platoon firing?

    If you want full volley, turn fire at will of, wait for all the reload then turns on, rinse and repeat.

  3. #3
    Paul_Kingtiger's Avatar Foederatus
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    Default Re: Synchronized volley and removal of platoon firing?

    He means a full volley with the first 2 or 3 ranks firing together, rather than 1 at a time.

    I'm very surprised this isn't already in there, not having it prevents the historical tactic of firing a volley and charging.
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  4. #4
    General A. Skywalker's Avatar Primicerius
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    Default Re: Synchronized volley and removal of platoon firing?

    Quote Originally Posted by Paul_Kingtiger View Post

    I'm very surprised this isn't already in there, not having it prevents the historical tactic of firing a volley and charging.
    Very true. And besided synchronized 3-rank volleys were the standard way of firing back then.

  5. #5

    Default Re: Synchronized volley and removal of platoon firing?

    You should be able to toggle fire modes.. You can toggle 'fire and advance'.. Why not a button that can toggle 'platoon firing' also?

  6. #6

    Default Re: Synchronized volley and removal of platoon firing?

    Light infantry have 3 rank fire at once.

  7. #7
    General A. Skywalker's Avatar Primicerius
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    Default Re: Synchronized volley and removal of platoon firing?

    Quote Originally Posted by ColdFire View Post
    Light infantry have 3 rank fire at once.
    Don't they have "all ranks fire" no matter how deep the formation is?

  8. #8

    Default Re: Synchronized volley and removal of platoon firing?

    Quote Originally Posted by General A. Skywalker View Post
    Don't they have "all ranks fire" no matter how deep the formation is?
    yes they ALL fire "at the same time".

  9. #9

    Default Re: Synchronized volley and removal of platoon firing?

    So erm, anyway to add this?

  10. #10
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: Synchronized volley and removal of platoon firing?

    I've taken out platoon fire for most units.

    Tried but have yet to find out how to give a line unit a full volley, when left with volley fire they only fire the first line.

    I wonder what happens when I give light infantry rank fire...

    --

    The type of volley fire is bound to the type of unit somehow. *keeps it on the list*
    Last edited by l33tl4m3r; March 29, 2009 at 02:43 PM.
    [House of Caesars|Under the Patronage of Carl von Döbeln]

  11. #11

    Default Re: Synchronized volley and removal of platoon firing?

    I'm wondering if theres any way to make it so that the "Fire and Advance" button can be redirected to switch your troops from rank fire to platoon fire, or the other way around in the case of guards.

  12. #12

    Default Re: Synchronized volley and removal of platoon firing?

    The firing drill your looking for is called "Mass Fire", code mass_fire; it's not that effective really, and waste a lot of ammo.

  13. #13
    Chevalier IX's Avatar Primicerius
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    Default Re: Synchronized volley and removal of platoon firing?

    mass_fire???what tech is this??is this something that was taken out??

  14. #14

    Default Re: Synchronized volley and removal of platoon firing?

    Quote Originally Posted by Ikusa IX View Post
    mass_fire???what tech is this??is this something that was taken out??
    It's non researchable coz it's already used by the American Minutemen, early light infantry for all factions, carbineers/british dragoons etc etc.

  15. #15

    Default Re: Synchronized volley and removal of platoon firing?

    In the main.pack there is a file that will state what ability is overwritten by witch one.
    Mass_fire is overwritten by rank_fire from memory.
    Platoon_fire overwrites rank_fire so changing it will remove entirely platoon_fire from the game.
    I'll check after work the correct file for those datas.
    Remember dont mess around with the main.pack too much, it's dangerous to change ...

  16. #16
    Grimlin's Avatar Libertus
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    Default Re: Synchronized volley and removal of platoon firing?

    Quote Originally Posted by zerathule View Post
    In the main.pack there is a file that will state what ability is overwritten by witch one.
    Mass_fire is overwritten by rank_fire from memory.
    Platoon_fire overwrites rank_fire so changing it will remove entirely platoon_fire from the game.
    I'll check after work the correct file for those datas.
    Remember dont mess around with the main.pack too much, it's dangerous to change ...
    Well then delete it there and build a new one that can be toggled with a button? Just like Fire and Advance... don't know if this might work.

  17. #17

    Icon7 Re: Synchronized volley and removal of platoon firing?

    I find Platoon Fire to be the most deadly firing drill.
    The reload time bonuses, combined with the constant stream of lead wreaks havok in my experience.
    From what I can tell, if you made a copy of the Guard Infantry and gave it Rank fire, and put it in a duel with a Platoon firing Guard Infantry, the latter should win by a fair margin.

    Also, imagine this: Say a 40-man Line Infantry troop is charging your 20-man Grenadier troop, wouldn't you rather get some fire 4, 5-man volleys, rather than 2, 10-man volleys? Especially since accuracy is greater at closer ranges.

    EDIT: If you want to switch units from using Platoon firing, to Rank firing, open Patch.pack (backing it up, of course) with Pack File Manager, and in the unit_to_unit_abilities_junctions_tables DB file, then find the lines referring to the unit(s) you want to change, then click then delete the rows that say "platoon_fire_grouped", and "improved_platoon_fire_grouped" by selecting the row and pressing the delete key. I haven't tested this, but it should work, as all the platoon firing units also specify rank firing in that file. (I state this info without any obligations to provide additional support or liability, just so 'ya know.)

    P.S. I may be totally wrong, but this is what I have noticed. Additionally, please pardon my over-zealous explainations.

    P.P.S. I think this thread belongs in the Modding general discussion forum, whatever it is called.
    Last edited by Kurtisb; March 30, 2009 at 11:52 AM. Reason: Modding info.
    Regards from Kurtis, a.k.a. The Grand Emperor

  18. #18

    Default Re: Synchronized volley and removal of platoon firing?

    Quote Originally Posted by Kurtisb View Post
    I find Platoon Fire to be the most deadly firing drill.
    The reload time bonuses, combined with the constant stream of lead wreaks havok in my experience.
    From what I can tell, if you made a copy of the Guard Infantry and gave it Rank fire, and put it in a duel with a Platoon firing Guard Infantry, the latter should win by a fair margin.

    Also, imagine this: Say a 40-man Line Infantry troop is charging your 20-man Grenadier troop, wouldn't you rather get some fire 4, 5-man volleys, rather than 2, 10-man volleys? Especially since accuracy is greater at closer ranges.

    EDIT: If you want to switch units from using Platoon firing, to Rank firing, open Patch.pack (backing it up, of course) with Pack File Manager, and in the unit_to_unit_abilities_junctions_tables DB file, then find the lines referring to the unit(s) you want to change, then click then delete the rows that say "platoon_fire_grouped", and "improved_platoon_fire_grouped" by selecting the row and pressing the delete key. I haven't tested this, but it should work, as all the platoon firing units also specify rank firing in that file. (I state this info without any obligations to provide additional support or liability, just so 'ya know.)

    P.S. I may be totally wrong, but this is what I have noticed. Additionally, please pardon my over-zealous explainations.

    P.P.S. I think this thread belongs in the Modding general discussion forum, whatever it is called.
    I did just that, thanks. But I found rank fire alot more effective though; it's in duels when you have huge amounts of men not doing anything for a while but aiming, then they get shot and their chance to fire is wasted. In rank fire, the people who die are usually the ones reloading, i.e. they've already fired their worth. Not only that, but there is a delay time as the formuation has to slowly spread out before initiating platoon fire. Besides, when a unit charges, the line doesn't finish (atleast in huge unit sizes) firing when the charge hits, and when it hits the entire line gets engaged and no one bothers to fire their muskets anymore...

  19. #19
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: Synchronized volley and removal of platoon firing?

    In a pure damage per second situation, Platoon Firing will win out.

    Vanilla ETW also gives it a reload bonus. I have adjusted both Rank Fire and Platoon Fire drills to be more balanced. *points at his mod link*

    With Platoon firing you also have a constant morale drain, whereas with Rank Fire you give your time enemy to recover lostr morale bewteen vollies.

    --

    I simply like the way Rank Fire looks over Platoon Firing.
    [House of Caesars|Under the Patronage of Carl von Döbeln]

  20. #20

    Default Re: Synchronized volley and removal of platoon firing?

    Edit the reload modifiers for platoon firing, it becomes truly leet, unfortunately that can't be said about fire and advance, it still completely sucks, until we can figure out how to edit the animations, it's completely useless.

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