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  1. #1

    Default Unit Sizes

    How do i change the unit sizes? And is there a limit?

  2. #2

    Default Re: Unit Sizes

    If you go into the Options from the Main Menu, you can change the unit scale. You can change manually too, but I don't know how.
    Last edited by Sir Walter; April 25, 2010 at 02:46 AM.
    ...ceterum autem censeo Carthaginem esse delendam.

  3. #3

    Default Re: Unit Sizes

    Edit: Accidental double-post.
    ...ceterum autem censeo Carthaginem esse delendam.

  4. #4
    Kaledon's Avatar Civis
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    Default Re: Unit Sizes

    Just go to the export_descr_units.txt file in your stainless steel data folder. Locate a line like this one. soldier Feudal_Knights, 24, 0, 1. The number I bolded is the base unit size. This will be modified by the unit scale. Modify this as you see fit, although be warned that I don't know the hardcap offhand, assuming there is one. I don't generally play on larger settings. If you aren't trying to change the sizes of specific units and just want larger battles, one thing to point out would be this thread. http://www.twcenter.net/forums/showthread.php?t=322454
    Of course, it also messes with speeds and all. But hey, thought I might as well throw it out there.
    Last edited by Kaledon; April 25, 2010 at 03:14 AM.

  5. #5

    Default Re: Unit Sizes

    thanks! I think i will mess around with the files a bit

  6. #6

    Default Re: Unit Sizes

    Make backups before you start editing files! Mistakes can cause CTD's.

    Also, I wouldn't be increasing the unit sizes too much. While it can make for epic looking field battles, it can screw up sieges, simply because units can be too large to fit on the walls.

  7. #7

    Default Re: Unit Sizes

    How do i change the amount of artillery in a unit?

  8. #8

    Default Re: Unit Sizes

    Same place, but the second number.
    NE_Ballista_Crew, 16, 2, 1
    Any more than 4 causes the additional artillery not to fire, unless you mess with the unit spacing.

  9. #9
    tium's Avatar Miles
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    Default Re: Unit Sizes

    Quote Originally Posted by Eothese View Post
    Any more than 4 causes the additional artillery not to fire, unless you mess with the unit spacing.
    This is wrong, I changed the files to have double artilhery units and some have 6 pieces, not altering the spacing, and serpentines, for example fired well.

    Im not saing your totaly wrong, just partially.
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  10. #10
    axnsan's Avatar Protector Domesticus
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    Default Re: Unit Sizes

    And 100 is max for soldiers, which multiplied by 2.5 is 250 on huge scale.

  11. #11

    Default Re: Unit Sizes

    Quote Originally Posted by axnsan View Post
    And 100 is max for soldiers, which multiplied by 2.5 is 250 on huge scale.
    I've never seen such a large unit... I've seen 200 in a peasant unit, but never 250. If there are 150 at most men in a unit, and 20 units at most in an army, that puts the maximum army size at 5000 men, of relatively low-quality units considering that peasants are by and large the biggest units. Mind you, there were times in history when armies numbered over 100,000, and the elite or Immortal force alone of the Achaemenid Empire's army was 10,000, even if theirs was the largest empire ever up until the time of the Umayyads, 1200 years later... the point still stands, the engine doesn't let us field armies even a tenth of the size of some real ones. Unless we have loads of reinforcements and trust to the AI...
    ...ceterum autem censeo Carthaginem esse delendam.

  12. #12

    Default Re: Unit Sizes

    Its easir said than done man.. If u change unit scale, mind also changing population in cities and all related mechanics



  13. #13

    Default Re: Unit Sizes

    Quote Originally Posted by ♔Sir Walter♔ View Post
    I've never seen such a large unit... I've seen 200 in a peasant unit, but never 250. If there are 150 at most men in a unit, and 20 units at most in an army, that puts the maximum army size at 5000 men, of relatively low-quality units considering that peasants are by and large the biggest units. Mind you, there were times in history when armies numbered over 100,000, and the elite or Immortal force alone of the Achaemenid Empire's army was 10,000, even if theirs was the largest empire ever up until the time of the Umayyads, 1200 years later... the point still stands, the engine doesn't let us field armies even a tenth of the size of some real ones. Unless we have loads of reinforcements and trust to the AI...
    Some pike units have 250.

  14. #14
    axnsan's Avatar Protector Domesticus
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    Default Re: Unit Sizes

    Except that population isn't related to it

  15. #15

    Default Re: Unit Sizes

    Quote Originally Posted by axnsan View Post
    Except that population isn't related to it
    It was in RTW. I never liked them being related, because it didn't represent the rural population from which most soldiers would be drawn at all.
    ...ceterum autem censeo Carthaginem esse delendam.

  16. #16

    Default Re: Unit Sizes

    thanks for the answers

  17. #17

    Default Re: Unit Sizes

    Is it possible to give factions units from another faction?

  18. #18

    Default Re: Unit Sizes

    Yes. Some units like Spear Militia and Peasants are constant across almost all factions, to save on unit slots
    ...ceterum autem censeo Carthaginem esse delendam.

  19. #19

    Default Re: Unit Sizes

    Yes but can i give England lets say French pikemen?

  20. #20

    Default Re: Unit Sizes

    Quote Originally Posted by IIGaneshaII View Post
    Yes but can i give England lets say French pikemen?
    Yes, the game doesn't differentiate between different cultures when it comes to units.
    ...ceterum autem censeo Carthaginem esse delendam.

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