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  1. #1

    Default movement speed in battles

    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.

  2. #2
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    Jun 2005
    Posts
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    Default Re: movement speed in battles

    In kingdoms you can use move_speed_mod like so:
    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
    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.

    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.

  3. #3
    VINC.XXIII's Avatar Retired
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    Mar 2009
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    Default Re: movement speed in battles

    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

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