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Thread: [Tip] Movement of cavalry in Battle map.

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  1. #1

    Icon1 [Tip] Movement of cavalry in Battle map.

    This tip is for the ones using Stainless steel mod v6. Well i was having a peculiar problem the way cavalry ran around in the battle map and their charge was also a bit slow. All my cavalry units where a bit sluggish to move and the charge seemed a bit strange as well when i compared the cavalry units in kingdoms. They were really great.

    I checked the descr_mount, EDB.txt but nothing helped.

    Till i found out descr_battle_map_movement_modifiers.txt file. The creators of the stainless steel mod have changed the default values to there own preference, i guess they did it to add more reality to the movement of the mounted units but i kind of hate it. So i just deleted the file and the problem was solved 'coz now the SSmod will pickup original descr_battle_map_movement_modifiers.txt file by default.

    Just to let u know the changes that they have made are given below.

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    climate default

    grass_short 0.9 (1.0 in kingdoms and vanilla)
    grass_long 0.8 (1.0 in kingdoms and vanilla)
    sand 0.75 (1.0 in kingdoms and vanilla)
    rock 0.8 (1.0 in kingdoms and vanilla)
    forest_dense 0.65 (0.75 in kingdoms and vanilla)
    scrub_dense 0.8 (1.0 in kingdoms and vanilla)
    swamp 0.7 (1.0 in kingdoms and vanilla)
    mud 0.7 (1.0 in kingdoms and vanilla)
    mud_road 0.8 (1.0 in kingdoms and vanilla)
    stone_road 1.0 (1.0 in kingdoms and vanilla)
    water 0.4 (0.6 in kingdoms and vanilla)
    ice 0.3 (0.5 in kingdoms and vanilla)
    snow 0.55 (0.75 in kingdoms and vanilla)

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    In SS mod v6 if you want the cavalry to become more efficient then perhaps you should del this file but this is entirely up to you guys.
    Last edited by Ishan; March 08, 2010 at 10:07 PM.

  2. #2
    Saddletank's Avatar Tiro
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    Default Re: [Tip] Movement of cavalry in Battle map.

    Thanks! I've used this to slow down all troops MORE in one mod I'm playing where I think everything moves too fast.

    I have another question - these modifiers affect all troops over the specified terrain type but what I'd like to do is slow down certain cavalry types while leaving infantry unaffected. I guess that's a variable in the particular unit file but can anyone tell me where to look? Thanks.

  3. #3
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: [Tip] Movement of cavalry in Battle map.

    From the EDU:

    stat_ground Combat modifiers on different ground types. From left to right - scrub, sand, forest, snow










  4. #4
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    Default Re: [Tip] Movement of cavalry in Battle map.

    Unfortunately that just affects 'overall defense' values, Gigantus.

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: [Tip] Movement of cavalry in Battle map.

    Aaaaah... to be so close!










  6. #6
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    Default Re: [Tip] Movement of cavalry in Battle map.

    Yes indeed
    Last edited by Taiji; March 23, 2010 at 11:04 PM.

  7. #7

    Default Re: [Tip] Movement of cavalry in Battle map.

    There's also the case of the kingdoms "move_speed_modifier".

    For a nominal speed, a unit at full stamina is running at full speed, at which point you start timing for 10 seconds. Say they run 50 yards in that time.

    Using this modifier to x1.25 will make that unit run an additional 25% distance - in this case 62.5 yards.

    It also works in the opposite function - i.e 0.75 means a negative 25% to the original distance - i.e 38.5 yards.

    The move speed of models is designated by the animations - i.e say the unarmoured horse found on units such as hobilars moves at 100%, the barded horse runs approximately 85% of that speed.

    There are two ways to go around this - the simplest way is to slow all units using the unarmoured mounts to x0.85, but that means that all other units are running at their normal speed, so unarmoured horses run comparatively slower.

    If you want armoured horses to run at the speed of the hobilars mounts, you need to work out what 1% of 85 is (0.85), and then divide it into 100, in this instance 118%. This number should be larger than 100, if you're making a slower unit go faster, otherwise, you'll have divided the 0.85 by 100. Giving you a unit travelling 12000 times slower. I.e for all intents and purposes not moving.

    That does give quite a funny result though, when the unit's not moving, give them power charge attribute, and you tell them to charge another unit attacking your front.

    One thing I've not tested is whether this modifier only effects the running anims. Because otherwise it may slow/quicken your attacking speed.

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  8. #8
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: [Tip] Movement of cavalry in Battle map.

    There's also the case of the kingdoms "move_speed_modifier".
    That's the one I have been looking for. I remembered a post where it said that one shouldn't go beyond 1.25 (125%) as the animations will not be able to handle it. Or something to that effect.










  9. #9

    Default Re: [Tip] Movement of cavalry in Battle map.

    Quote Originally Posted by gigantus View Post
    I remembered a post where it said that one shouldn't go beyond 1.25 (125%) as the animations will not be able to handle it. Or something to that effect.
    I cannot confirm this. I am using mov speed mods up to 1.4 (some elven hero unit on a 'swift elven horse') and, although it looks not 'realistic' (what it was not supposed to) and is a crazy experience on the battlefield, it does not make any problems due to anims or smthg.
    Moreover I think I have footsoldier hero units (=very small general units) up to 1.3 in the game - above that it looks ridiculous even for my eye - but again no other problems than the aesthetic one.
    Regards.

  10. #10
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    Default Re: [Tip] Movement of cavalry in Battle map.

    25% in either direction will probably look really bad. Because when lowering it we have to bear the terrain modifers in mind. And when raising it we have to deal with rediculous speed on the charge.

  11. #11

    Default Re: [Tip] Movement of cavalry in Battle map.

    Well, I can confirm that it's purely Move Speed Modifying.

    I tested it by choosing a x5 multiplier, and the AI individually controls each model in the unit it seems - at a 5 times modifier, even walking Phalanx, Disciplined Highly Trained units with close formation lose it when travelling any distance.

    I didn't notice too much anim trouble, but it would take careful tinkering to make sure everything was in order.

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  12. #12
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    Default Re: [Tip] Movement of cavalry in Battle map.

    When allowed to move so fast, aside from looking bad, inf can prevent cav from ever escaping to re-charge. Personally I wouldn't go above 1.2 and then maybe only if no mounts are below 1.

    Plus it's worth considering the effect on stamina, units that move faster tire slower over the same distance. So they'll arrive faster and tire slower, it's a substantial buff for the boosted unit in many circumstances.

    Interesting loss of cohesion find at 5x, Vaz, though I wonder what could work that way... Maybe you're gonna make spaceships??
    Last edited by Taiji; March 28, 2010 at 05:06 PM.

  13. #13
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    Default Re: [Tip] Movement of cavalry in Battle map.

    By the way you can make different settings for each climate type. Seems that alpine snow is deeper than sandy_desert snow so it got more influence on movement.

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