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  1. #1
    Ultra Magnus's Avatar Foederatus
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    Default Modding Unit Special Abilities

    Not sure if I posted this in the right area, as I'm new to the modding world, but I have a few questions about unit special abilities.

    1. Are the abilities of units like skirmish, grenades, etc. moddable?

    2. If they are moddable, is it possible to create new abilities for units?

    Looking forward to some responses, thanks.
    Ultra Magnus

  2. #2
    joedreck's Avatar Artifex
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    Default Re: Modding Unit Special Abilities

    Quote Originally Posted by Ultra Magnus View Post
    Not sure if I posted this in the right area, as I'm new to the modding world, but I have a few questions about unit special abilities.

    1. Are the abilities of units like skirmish, grenades, etc. moddable?

    2. If they are moddable, is it possible to create new abilities for units?

    Looking forward to some responses, thanks.
    1. Yes. DB Editor + Pack File Manager. I delete for example "granades" and add for it "square" to the grenadiers.

    2. Yes. You can give an existing ability, for example "skirmish" to the grenadiers.
    Edictum mod adds new edicts to Rome II. http://www.twcenter.net / YouTube: Edictum Mod / Click here for Edictum Mod on steam
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  3. #3

    Default Re: Modding Unit Special Abilities

    you can shuffle them around, yes, but I doubt that was the question

    You can not mod them really, you can just change some stats, like spacing for formations, reload bonusses, square morale bonus against cav, etc.


  4. #4
    Ultra Magnus's Avatar Foederatus
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    Default Re: Modding Unit Special Abilities

    Yeah I was hoping that one could create a new ability. Some ideas I have are-

    Fortify- perhaps if an engineer battalion was created for a mod, they could place stakes and fortify positions, sandbag walls, etc. regardless of offense or defense and/or could do it after start battle

    Volley- changes between firing volleys (fire by rank) and just regular firing at will

    Fix bayonets- Units can fix or unfix bayonets, and if bayonets fixed could give an accuracy reduction

    Stand Ground- Unit will stand ground and disregard morale penalties and will fight till the last or will hold under extremely heavy casualties before it breaks

    Just some ideas.
    Ultra Magnus

  5. #5
    joedreck's Avatar Artifex
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    Default Re: Modding Unit Special Abilities

    Quote Originally Posted by Ultra Magnus View Post
    Fix bayonets- Units can fix or unfix bayonets, and if bayonets fixed could give an accuracy reduction.
    As far as I remember, you can fix bayonets, but not unfix them and not shoot anymore. BUT. Maybe it's possible to handle it. Surely it's possible to mod, that after fix the bayonets, they can shoot. Change the bayonet type too. What will be hard is to unfix them.

    The biggest problem is to find this files.

    My idea long time ago was to make, after developed tech, more shooting strategies. That means, you can click through all the strategies with one button ("platoon fire, mass fire, rank fire" aso).

    Example: In the right corner you have your fire strategy. You have the basic "rank fire" on. If you click on it, you now see new button and "platoon fire" is on. You put again and you see new button and "mass fire" is on. If you put again, you are back to "rank fire".

    So you could decide how every formation fight. BUT... I never found out, how to mod "click through buttons".
    Edictum mod adds new edicts to Rome II. http://www.twcenter.net / YouTube: Edictum Mod / Click here for Edictum Mod on steam
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  6. #6
    Ultra Magnus's Avatar Foederatus
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    Default Re: Modding Unit Special Abilities

    Does anyone out there know if this is moddable at all? It doesn't seem to be difficult to swap existing abilities, but what about creating new ones? Or even tweaking the existing so you can do more with them.
    Ultra Magnus

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