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  1. #1

    Default Javelin Units on battle modification

    Its possible give a max of for example 5 javelins per unit and when the unit gets closer this units engage them by switching to their secondary weapon instead of run away to strike again ?
    Common sense removed due being Disruptive.

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Javelin Units on battle modification

    Does that remind me of legionaries? RTW comes calling.

    It should be possible, have a look in the EDU of RTW. Skirmishing off and javelins secondary weapon is my guess.










  3. #3

    Default Re: Javelin Units on battle modification

    or inside the export_descr_units find your unit, go to attributes for the missile weapon (always primary weapon) and add prec. Its a relic of the RTW and, as far as i know, is still operational. So, for Almughavars, do something like this
    Spoiler Alert, click show to read: 
    type Almughavars
    dictionary Almughavars ; Almughavars
    category infantry
    class missile
    voice_type Light
    banner faction main_missile
    banner holy crusade
    soldier Almughavars, 48, 0, 1
    mount_effect elephant +6
    attributes sea_faring, hide_forest, very_hardy, can_withdraw
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 13, 3, javelin, 55, 8, thrown, missile_mechanical, piercing, spear, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap, thrown, prec
    stat_sec 12, 4, no, 0, 0, melee, melee_blade, piercing, spear, 25, 0.6
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr light_spear, spear_bonus_4
    stat_pri_armour 0, 5, 3, flesh
    ;stat_armour_ex 0, 4, 5, 0, 5, 3, 3, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 1, 0, 2, 0
    stat_mental 11, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 640, 150, 100, 75, 640, 4, 160
    armour_ug_levels 0, 1, 2
    armour_ug_models Almughavars, Almughavars_ug1, Almughavars_ug2
    ownership spain, portugal
    era 1 spain, portugal
    era 2 spain, portugal
    ;unit_info 12, 13, 8

    I'm pretty sure this is all you have to do

  4. #4

    Default Re: Javelin Units on battle modification

    Quote Originally Posted by gigantus View Post
    Does that remind me of legionaries? RTW comes calling.

    It should be possible, have a look in the EDU of RTW. Skirmishing off and javelins secondary weapon is my guess.
    yes i'm starting working on roman mod for mtw2 thats why, i'll take a look

    Quote Originally Posted by KarlzBalla View Post
    or inside the export_descr_units find your unit, go to attributes for the missile weapon (always primary weapon) and add prec. Its a relic of the RTW and, as far as i know, is still operational. So, for Almughavars, do something like this
    Spoiler Alert, click show to read: 
    type Almughavars
    dictionary Almughavars ; Almughavars
    category infantry
    class missile
    voice_type Light
    banner faction main_missile
    banner holy crusade
    soldier Almughavars, 48, 0, 1
    mount_effect elephant +6
    attributes sea_faring, hide_forest, very_hardy, can_withdraw
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 13, 3, javelin, 55, 8, thrown, missile_mechanical, piercing, spear, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap, thrown, prec
    stat_sec 12, 4, no, 0, 0, melee, melee_blade, piercing, spear, 25, 0.6
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr light_spear, spear_bonus_4
    stat_pri_armour 0, 5, 3, flesh
    ;stat_armour_ex 0, 4, 5, 0, 5, 3, 3, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 1, 0, 2, 0
    stat_mental 11, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 640, 150, 100, 75, 640, 4, 160
    armour_ug_levels 0, 1, 2
    armour_ug_models Almughavars, Almughavars_ug1, Almughavars_ug2
    ownership spain, portugal
    era 1 spain, portugal
    era 2 spain, portugal
    ;unit_info 12, 13, 8

    I'm pretty sure this is all you have to do
    so they i'll stand still and not run away? neat
    Common sense removed due being Disruptive.

  5. #5
    Korinthos Hoplites's Avatar Centenarius
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    Default Re: Javelin Units on battle modification

    All you need to do is disable skirmish mode. However, if you want the AI to have them stand still, change the unit's class from missile to light or heavy. To make them throw javelins once and charge, add the prec attribute like explained above.

  6. #6
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    Default Re: Javelin Units on battle modification

    Prec disables fire at will for the AI, so they'll only throw when they charge...

    If you just set them as heavy infantry, the AI will not stop them to allow them to throw...

    Personally I set heavy/light/spearmen, cannot_skirmish and prec.

    Plus I would raise my charge distance from 5-6(good cohesion) to 15-20(bad cohesion), in order to allow enough time to switch to melee when counter charging.
    Last edited by Taiji; August 28, 2009 at 08:04 AM.

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