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  1. #1

    Default Unit stats tweaking

    Alright, as Iīm not really satisfied with the current tech progress from early era to late era units (vanilla grand campaign) Iīm going to rebalance the units and have a few questions.

    First change Iīm going to make is making later armour (and with it armour upgrades) more significant.
    Like this:
    Current / Planned
    None: 0 / 0
    Leather: 4 / 4
    Chainmail: 5 / 6
    Heavy Chainmail: 7 / 8
    Partial Plate: 8 / 10
    Plate: 9 / 12
    Fullplate: 11 / 14

    Itīs not aimed for imba armoured units, just for a bit more noticeable effect with better armoured units. To counterweight this a bit Iīm planning to reduce infantry shield values from 6 to 4 and cavalry from 4 to 3. Spearmen kite shields Iīll maybe leave at 6 or only reduce to 5.
    The aim is to not to grossly change the pace of battles, while giving better armoured units a bit more significance. Basically itīs armour significance up a bit, shield significance down a bit. How do you think about it?

    Also is there something I can do so the AI builds more advanced units and armour smith buildings? Donīt wanna have the game easier in the end, after all.
    Last edited by Floppy; July 31, 2010 at 05:51 PM.

  2. #2
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    Default Re: Unit stats tweaking

    For your armor balancing, this thread might have some useful info. It should explain how to make a double upgrade, which you can probably get away with at partial plate and advanced plate. With vanilla's models this probably only means losing one upgrade from militia halberds... Worth thinking about perhaps.

    Also consider having your base level be 1 or 2, many systems get good results from this. 0 can appear to make units very susceptible to missile fire.

    Once you've setup your armor the way you want it, I suggest you rebalance missiles to give the effect vs X type armor that you want. I'd suggest trying to try doing that using battle_config.xml rather than adjusting unit stats:

    Code:
    	<!-- global combat balancing factors -->
    	<combat-balancing>
    		<missile-target-accuracy>
    			<infantry>1.0</infantry>
    			<cavalry>1.0</cavalry>
    			<elephants>1.0</elephants>
    		</missile-target-accuracy>
    		<melee-hit-rate>1.5</melee-hit-rate>	
    	</combat-balancing>
    You can do the same for melee, but I think it needs to be 1.0 or more with melee hit rate in order for the game to read it, and use it, rather than reverting to defaults. By contrast the missile accuracy controls seem to work with fractions OK.

    Good luck using those settings, the alternative might turn out to be rebalancing everything else, stat by stat

    Getting the AI to produce troops with armor upgrades is probably a matter for scripting.
    Last edited by Taiji; July 31, 2010 at 07:37 PM.

  3. #3

    Default Re: Unit stats tweaking

    Hmm I donīt quite get that, this is my first "expedition" into modding, so thatīs a little too advanced for me .
    Guess Iīll just tweak around and playtest in custom battles until I like it. But thanks anyways, I appreciate it.

  4. #4
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    Default Re: Unit stats tweaking

    You're welcome, and I'm sorry if I went too advanced on you. If you're interested, but I just didn't make any sense, then let me know which bits are confusing and I'll try explain it in a different way.

    But it really doesn't need to a be a complicated process to get the results you want, and your suggested improvements in your original post should give a nice effect already. I guess you wouldn't need to know anything more if you're satisfied when you implement it
    Last edited by Taiji; August 01, 2010 at 05:46 PM.

  5. #5

    Default Re: Unit stats tweaking

    Hmm Iīve finished editing now, well the stats, Iīll prolly fool around with unit traits later. Iīve created this batchfile like and deleted data\descr_geography_new.txt and data\descr_geography_new.db like the readme said.

    Well, I get the m2tw loading screen but thatīs all before Iīm back at the desktop. Guess I was sloppy when editing.... Although I thought the would only crash when it has to handle a unit with a wrong entry, and not right at startup.
    Modding is more exhausting than I thoght itīd be, and Iīm only doing "modding light" here

  6. #6
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    Default Re: Unit stats tweaking

    If you check the log for the word 'error' it should give you a clue why it's crashing. It's in the 'logs' folder.
    Last edited by Taiji; August 02, 2010 at 11:17 AM.

  7. #7

    Default Re: Unit stats tweaking

    IT WORKS!! Man I canīt tell how great I feel right now. Thank you big time for all the help, +rep and all.

    Done some brief custom battle testing. So far itīs looking good, have to tone down dismounted imperial knights a bit as they totally slaughtered scottish noble swordsmen, though itīs hard to tell as they had a strangely long charge animation (happs sometimes) killing many in the initial clash. On top that the AI tried to disengage and charge again which isnīt exactly adviseable in a 1v1 of heavy inf.

    Venetian heavy infantry (with the AP hammers) had a close run victory vs english armoured swordsmen. Maybe too close. 11 survivors vs 5 fleeing english. But at least they arenīt ott and not nerfed into oblivion either.

    And I may have accidently turned dism gothic knights into monsters of mayhem and destruction. Though their stats look similar to polearm knightīs now, so no ott high numbers, maybe changing attack speed from 1.33 to 1 did it.

    But hey it works still canīt believe it.

    Still gotta do some thorough testing on missile units vs the new armour and shield values though.

  8. #8
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    Default Re: Unit stats tweaking

    You're welcome, and well done

    A tip for testing is to always use 2 units on each side, otherwise the AI unit will behave like a general. And alternate, with the AI using the unit and then you using the unit.

    About 'attack speed', by which I assume you mean 'skeleton compensation', I found it has no discernable effect on combat balancing at all.
    Last edited by Taiji; August 02, 2010 at 12:18 PM.

  9. #9

    Default Re: Unit stats tweaking

    Well gotta fiddle around a bit. Sadly armour upgrades arenīt accurate in custom battle (seemingly a different entry?). Upgrading armour in customs only gives +1 defense regardless of whatīs specified in the units entry.

  10. #10
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    Default Re: Unit stats tweaking

    Same in campaign, it displays 1 but really it's around 2 armor.

  11. #11

    Default Re: Unit stats tweaking

    So it displays 1 and in reality it is whatīs specified in the units entry? Or it displays 1 but in reality is something around 2 and the units entry is related to that but it isnīt exact number?

  12. #12
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    Default Re: Unit stats tweaking

    The latter. So basically 1 armor upgrade is always worth around 2 armor. The post I linked explains how to make 1 upgrade worth 4 or 6 armor, but it's done by firing 2 or 3 upgrades at once. 3 upgrades is the maximum, bronze, silver and gold, so the maximum bonus a unit can have is +6 armor.

  13. #13

    Default Re: Unit stats tweaking

    But this doesnīt seem coherent with the descriptions in the export_descr_unit file.

    There it says:
    ; stat_pri_armour
    Details of the man's defences
    ; armour factor
    ; defensive skill factor (not used when shot at)
    ; shield factor (only used for attacks from the front of left)
    ; sound type when hit = flesh, leather, or metal
    ; stat_armour_ex
    Details of the man's defences
    ; armour factor. 4 values. First for base value, then 3 upgrade levels
    ; defensive skill factor (not used when shot at)
    ; shield factors. First for melee, second for missile fire
    ; sound type when hit = flesh, leather, or metal

    And if Iīm adding the numbers in the stat_pri_armour line together, it matches the defense value shown in the game.

    Dismounted men at arms for instance had the following stats:

    stat_pri_armour 8, 7, 6, metal
    ;stat_armour_ex 8, 9, 11, 0, 7, 6, 6, metal

    Iīve changed that to:

    stat_pri_armour 10, 7, 4, metal
    ;stat_armour_ex 10, 12, 14, 0, 7, 4, 4, metal

    Now Iīm a bit curious how this exactly translates ingame, as I expected the numbers in the export_descr_unit file to exactly pinpoint the values they have.
    Last edited by Floppy; August 02, 2010 at 02:28 PM.

  14. #14
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    Default Re: Unit stats tweaking

    The description is wrong and what I have explained is correct.

    Quote Originally Posted by Floppy View Post
    stat_pri_armour 8, 7, 6, metal
    ;stat_armour_ex 8, 9, 11, 0, 7, 6, 6, metal
    That semicolon means that the line will not be read, so you can delete all lines that start with a semicolon. It won't affect the game.
    Last edited by Taiji; August 02, 2010 at 02:44 PM.

  15. #15

    Default Re: Unit stats tweaking

    Quote Originally Posted by Taiji View Post
    That semicolon means that the line will not be read, so you can delete all lines that start with a semicolon. It won't affect the game.
    So I spent hours editing textlines that wonīt affect the game....

    Well alright, another lesson learned. Anyhow thanks for everthing, youīve been most informative sir.

    EDIT: Oh, while reading a bit through Mythic_Commodores tutorial to the export_decr_Buildings file, I think Iīve found a way to let the AI armour upgrade its units. I simply add the capability to upgrade to other buildings. For insctance heavy chain to fortess, partial plate to citadel. Or something like that. For cities Iīll prolly add it to the barracks buildings. The smith buildings except maybe the last two versions Iīll delete then.
    Last edited by Floppy; August 02, 2010 at 04:24 PM.

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