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Thread: How to create a super-unit?

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  1. #1
    ChivalrousKiller's Avatar Domesticus
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    Default How to create a super-unit?

    I want to edit a unit of archers so they can be certain that almost every arrow makes a kill.

    Is this possible?

  2. #2
    boboav's Avatar Decanus
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    Default Re: How to create a super-unit?

    open the export_descr_units, and change some informations, for example you can upgrade the missile power to 63(you can't use more than 63), so they will kill a enemy with only one arrow
    Modder of "Bellum Crucis" and "De Bello Mundi"

  3. #3
    ChivalrousKiller's Avatar Domesticus
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    Default Re: How to create a super-unit?

    Ah, thank's

    +rep

  4. #4
    ChivalrousKiller's Avatar Domesticus
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    Default Re: How to create a super-unit?

    There are so many numbers there, which is the one?

    Is is this one?

    stat_pri 9, 2, arrow, 200, 35, missile, missile_mechanical, piercing, none, 0, 1

  5. #5
    boboav's Avatar Decanus
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    Default Re: How to create a super-unit?

    the first, the 9
    Modder of "Bellum Crucis" and "De Bello Mundi"

  6. #6
    ChivalrousKiller's Avatar Domesticus
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    Default Re: How to create a super-unit?

    Quote Originally Posted by boboav View Post
    the first, the 9
    Jesus, 9 to 63 seems like a good change

    And which one is the number of arrows per unit?

  7. #7
    boboav's Avatar Decanus
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    Default Re: How to create a super-unit?

    it shoul be 35
    Modder of "Bellum Crucis" and "De Bello Mundi"

  8. #8
    ChivalrousKiller's Avatar Domesticus
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    Default Re: How to create a super-unit?

    Quote Originally Posted by boboav View Post
    it shoul be 35
    Ok

  9. #9
    ChivalrousKiller's Avatar Domesticus
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    Default Re: How to create a super-unit?

    If I change these things, will the changes be in the campaign?

  10. #10

    Default Re: How to create a super-unit?

    Yep Both in custom and G.campaign.

  11. #11
    ChivalrousKiller's Avatar Domesticus
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    Default Re: How to create a super-unit?

    Thank's

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  13. #13
    ChivalrousKiller's Avatar Domesticus
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    Default Re: How to create a super-unit?

    I have 2 more question (gotta try to learn all this)

    1. Is it also possible to increase the range of an archer unit?
    2. Do the changes occur in a saved game?

  14. #14

    Default Re: How to create a super-unit?

    1)Yes but there is a max limit that I'm don't remember.

    2)No coz i think EDU editing is not save game compatible.

  15. #15
    Civis
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    Default Re: How to create a super-unit?

    Actually, EDU and EDB edits will affect your save-games.

    Pretty much any changes to desc_* and export_desc* files in /data will affect your saves. Not all though, you'll just have to experiment. Files in sub-folders (/data/world/maps/campaign/imperial_campaign, data/world/maps/base, etc) require a new game as most of these require deleting map.rwm after editing.

  16. #16
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    Default Re: How to create a super-unit?

    Quote Originally Posted by ChivalrousKiller View Post
    I have 2 more question (gotta try to learn all this)

    1. Is it also possible to increase the range of an archer unit?
    2. Do the changes occur in a saved game?
    1, Yes but not outside the range of the projectile. The algorithm for plotting the effective range is described at the top of the descr_projectiles.txt file.

    2, Yes, assuming you mean those discussed in this thread.

  17. #17
    ChivalrousKiller's Avatar Domesticus
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    Default Re: How to create a super-unit?

    Ok, so yes and yes

    Thanks, guys, I have to say I'm impressed by the response here in the forums, +rep to all of you

  18. #18
    ChivalrousKiller's Avatar Domesticus
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    Default Re: How to create a super-unit?

    stat_pri 23, 2, elven_arrow, 190, 35, missile, missile_mechanical, piercing, none, 0, 1

    Is this the range?
    If yes, do any of you know the max?

  19. #19
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    Default Re: How to create a super-unit?

    Yes that's the range. You will have to work out the maximum, or talk to the guy that has already worked it out. Your question is specific to the mod you are working on.

    Personally the max range wouldn't matter to me until I hit it.

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