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  1. #1
    Magefsx's Avatar Campidoctor
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    Icon5 secondary weapons for shock troops

    I'm wondering whether or not it is possible to add secondary weapons (such as one handed sword/axe+shield) for infantry such as varangarian guard or whatever who usually have two-handed weapons (and also cause they carry shield on their backs- I think). This would hopefully result in a cavalry charge type thing were they munch the enemy and then finish them- rather that the norm of being poned by people with shields and swords. it would also make them somewhat more effective at taking walls, even though i dont think they are meant to. any ways to mod this would be nice, even though i am an extreme beginner.

    thanks
    Last edited by Magefsx; December 08, 2009 at 03:25 PM.

  2. #2
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    Default Re: secondary weapons for shock troops

    btw im posting this here as i have this mod, and have taken to modifying unit attributes to make them more specialised- eg genoese crossbowmen with more attack, in order to differentiate them from normal pavise crossbowmen, etc, and im doing this on KGCM as i havnt a clue how to actually find the unpacked files on vanilla???
    Last edited by Magefsx; December 08, 2009 at 03:45 PM.

  3. #3
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: secondary weapons for shock troops

    I think it might be possible. Just go to the EDU (export_descr_unit) in the main M2TW directory and change stat_sec to be a sword.

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    Default Re: secondary weapons for shock troops

    i tried it by copying byzantine infantry's primary weapon into the stat_sec so it looked like this:

    attributes sea_faring, hide_forest, hardy, can_withdraw
    formation 1.2, 0, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 16, 9, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1.33
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap
    stat_sec 11, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 5, 10, 5, metal
    ;stat_armour_ex 5, 6, 0, 0, 10, 5, 3, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 7

    This didnt work (i thought doing this was too easy) as proven by a custom battle- no swords. might be something to do with needing the right model? either that or some number needs to be involved to tell the computer when to change weapon.( btw this is in KGCM)

    any more relatively simple ideas? I'm not experimenting too much cause i dont want to have to reinstall

  5. #5
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: secondary weapons for shock troops

    I got the Byzantine Infantry to have two melee weapons, but there's one problem. The Axes (when they pull them out) are invisible (but they do have different stats and animation). I don't know how to fix that, but here's the file. Just back up your export_descr_unit and your battle_models.modeldb. Just copy the data folder into your KGCM mod folder. It'll ask to overwrite, say yes.

    I hope this helps Just remember to hold "Alt" when giving them the order to attack to switch to their axes.
    Last edited by The Holy Pilgrim; December 09, 2009 at 09:12 PM.

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    Default Re: secondary weapons for shock troops

    Please delete

  7. #7
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    Default Re: secondary weapons for shock troops

    i have to say if they had the axes it would look brilliant. the computer also changes used weapons in a charge to the axes, and then you get some people with swords and some with axes- which even without the axes looks brilliant. i feel the need to learn how to mod that modeldb file thing.

    Brilliant! is the only word to sum that custom battle- even though i lost

    p.s. i have no idea how to delete posts

    Thanks!

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    Default Re: secondary weapons for shock troops

    Bear with me because i have no idea what i'm talking about

    this is part of an entry in the modeldb file for english knights (http://forums.totalwar.org/vb/showthread.php?t=79455)
    1 [From here on I term this the rest of entry]
    5 Horse [section. Other than string count followed]
    13 MTW2_HR_Lance [by a string, I don't know of any syntax rules]
    13 MTW2_HR_Sword 2 [for entries here so I just check the counts]
    21 MTW2_HR_Lance_Primary [and move on.]
    14 fs_test_shield 2
    17 MTW2_Mace_Primary
    14 fs_test_shield

    if you recognise this- i dont know what it actually means, just guessing- i would think that it has something to do with what weapon appears on screen- even though ive noticed there are no axes mentioned!?. hope this helps, unless you know this stuff already.

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    Default Re: secondary weapons for shock troops

    It was more of a case of getting soldiers with two-handed weapons to be able to wield a one handed and shield combination- ulster swordsmen would be a good start due to their weakness in battle. i think that the shield comes with the model though, as the byzantine infantry kept theirs when switching to invisible axe; but oh well.
    basically i would like two handers to be able to be more effective in long melee

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    Default Re: secondary weapons for shock troops

    What are you trying to do? Replace the sword with an axe? If so, I can help you get them to switch to an axe if you want me to.

    i dont know what it actually means
    Yeah, it takes a while to get the hang of editing it. One little mistake and the entire mod can crash.

    Btw, only moderators can delete posts

  11. #11
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    Default Re: secondary weapons for shock troops

    You could just make all two-handed units have ap attacks. That way it would simulate the crushing force of a two-handed weapon samshing into the armor of a knight.

  12. #12

    Default Re: secondary weapons for shock troops

    Thereason the axes do not appear is the model doesnt have an axe on it . You can modify the text as much as you like and for mechanics it will work in regards to making them fight with said invisible weapon but only by modifying the model can you get a visual of this .

    This sought of modding requires the use of milk shape(and is easy if you have milk shape as you can simply take the model of an axe from another character that has it and place it in the hand of the model you wish it to have on the secondary angle where if you look at other models have there secondary weapons.

    There are other 3d programs that can do this milkshape is the easiest to use and with the fact you can get it for free for 30 days makes it viable for you to make this simple change. Good luck in your modding attempts PM me if you have a problem doing such .

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

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