Does anyone know how to make light infantry move faster than heavy infantry in battles? Or how to make the poor pikemen faster? They always lag behind, even when they aren't forming a phalanx, so that it's too easy to shoot them down.
Does anyone know how to make light infantry move faster than heavy infantry in battles? Or how to make the poor pikemen faster? They always lag behind, even when they aren't forming a phalanx, so that it's too easy to shoot them down.
In kingdoms you can use move_speed_mod like so:
The 0.93 in that instance is telling a heavier unit to slow down a little; it will move at 93% of it's usual speed.Code:type Voulgier dictionary Voulgier ; Voulgier category infantry class spearmen voice_type Heavy banner faction main_infantry banner holy crusade soldier Voulgier, 60, 0, 1.4, 0.37 officer Dismounted_Feudal_Knights officer northern_captain_early_flag officer northern_captain_early_flag mount_effect horse +1, camel +1, elephant +1 attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit, start_not_phalanxing, very_hardy move_speed_mod 0.93 formation 0.0, 0.0, 2.4, 2.4, 4, square, phalanx stat_health 1, 5 stat_pri 13, 5, no, 0, 0, melee, missile_gunpowder, slashing, axe, 20, 1 ;level 6 stat_pri_attr ap, short_pike, light_spear, spear_bonus_6 stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 10, 1 stat_sec_attr no stat_pri_armour 6, 20, 0, metal stat_sec_armour 0, 0, flesh stat_heat 6 stat_ground 1, -3, 5, 3 stat_mental 13, normal, trained stat_charge_dist 7 stat_fire_delay 0 stat_food 60, 300 stat_cost 1, 2500, 250, 250, 250, 420, 4, 120 armour_ug_levels 2, 3, 4, 4 armour_ug_models Voulgier, Voulgier_ug1, Voulgier_ug2, Voulgier_ug2 ownership france era 2 france recruit_priority_offset 45
You'll probably find that it's a good idea to slow some units as well as speeding up others. Or else the animations may start looking silly. 1.2 or 120% speed is about where soldiers start looking ... like on they're on steroids. Test for the really stupid looking behaviour by making them charge at someone and checking to see if they seem inhumanly fast.
Last edited by Taiji; October 06, 2010 at 07:02 PM.
I would conserve the phalanx, but just to see the formation inactive for the human as for the AI at the start of the battle.
as example( for the skirmishers)
"start_not_skirmishing"
Maybe its existing some formule such as "start_no_phalanging"....?
I think not, it would be so easy...
Thanks in advance
PS: BTW, I tested too the solution given by Taiji