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  1. #1

    Default Tanners

    Nobody answered this question in the official question asking thread, so I figured I'd make a new thread. STill unsure where this should go, since it could go here, in the mods section or in the bug fix section...

    Alright, let me get to the point: playing as Dale I noticed many of my units (Hearth watchmen, Longbowmen, yeomen, Woodsmen, rivermen, ballista and probably Dalesmen too) wear no visible armor, just clothes (altough I'm still doubting for the Dalesmen)

    However, the first armor upgrady all of these units can have, is chainmail. This means that the tanner building, which provides the padded upgrade, is completely useless. For Dale at least.

    I'm wondering if this was intended, or if this is a bug, Also, does anyone know if the tanner is as useless to other factions?
    I salute those who took the Hungarian Phrasebook simply because of the quote!

  2. #2

  3. #3

    Default Re: Tanners

    Quote Originally Posted by Il Ducce View Post
    There is no new skin for the upgraded Dale units. It is not a bug.
    I know there are no skins.

    To clarify: I'm not talking about skins. I'm talking about actually applying the armor bonus for the armor upgrade by the tanner. The armor bonus for the tanner, called padded armor, is not applied to any Dalish unit
    I salute those who took the Hungarian Phrasebook simply because of the quote!

  4. #4

    Default Re: Tanners

    It's not useless, you need it for the blacksmith. Not all factions have units that are upgradeable at every smith level.

    Now whether all cloth wearing units should benefit from tanners is a different matter. Dale probably should imo. I expect it's one of those details that were either overlooked or are simply low priority.

    In any case armour upgrades are very easy to adjust in the EDU.

  5. #5

    Default Re: Tanners

    Quote Originally Posted by Jean=A=Luc View Post
    It's not useless, you need it for the blacksmith. Not all factions have units that are upgradeable at every smith level.

    Now whether all cloth wearing units should benefit from tanners is a different matter. Dale probably should imo. I expect it's one of those details that were either overlooked or are simply low priority.

    In any case armour upgrades are very easy to adjust in the EDU.
    Yes, people keep on saying how easy it is. If only someone would tell us how to do it....

  6. #6

    Default Re: Tanners

    Quote Originally Posted by Slyspy View Post
    Yes, people keep on saying how easy it is. If only someone would tell us how to do it....
    If only most people were capable of researching things. No one ever told me how to do it yet somehow I know.

    First look for the "armour_ug_levels" line for the given unit. The first number represents the upgrade level the unit starts at while any subsequent numbers stand for potential upgrades. Armour levels go from 0 (no armour) to 6 (gothic plate or something like that) but I think tatw goes only up to 4. "1" then represents the leather/tanner upgrade level so if, for example, you want Hearth Watchmen to be upgradeable at the tanner level you change "armour_ug_levels 1, 2" to ""armour_ug_levels 0, 1"

    Spoiler Alert, click show to read: 
    type Watchmen
    dictionary Watchmen ; Watchmen
    category infantry
    class spearmen
    voice_type Heavy
    banner faction main_spear
    banner holy crusade
    soldier watchmen, 60, 0, 1
    officer dale_captain_early_flag
    attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit
    formation 1.2, 1.2, 2.4, 2.4, 4, square, schiltrom
    stat_health 1, 3
    stat_pri 6, 4, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
    stat_pri_attr light_spear, spear_bonus_4
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 2, 2, 3, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 0, -1, 0, -2
    stat_mental 10, normal, trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 380, 160, 50, 50, 380, 4, 100
    armour_ug_levels 1, 2
    armour_ug_models watchmen, watchmen_upg
    ownership scotland
    era 0 scotland
    era 1 scotland
    era 2 scotland
    recruit_priority_offset 0

    Number 2 represents the blacksmith, #3 is the armorer and so on.
    Last edited by Jean=A=Luc; October 26, 2010 at 05:43 AM.

  7. #7

    Default Re: Tanners

    Quote Originally Posted by Jean=A=Luc View Post
    If only most people were capable of researching things. No one ever told me how to do it yet somehow I know.

    First look for the ""armour_ug_levels" line for the given unit. The first number represents the upgrade level the unit starts at while any subsequent numbers stand for potential upgrades. Armour levels go from 0 (no armour) to 6 (gothic plate or something like that) but I think tatw goes only up to 4. "1" then represents the leather/tanner upgrade level so if, for example, you want Hearth Watchmen to be upgradeable at the tanner level you change "armour_ug_levels 1, 2" to ""armour_ug_levels 0, 1"



    Number 2 represents the blacksmith, #3 is the armorer and so on.
    Awesome! Thanks
    I salute those who took the Hungarian Phrasebook simply because of the quote!

  8. #8

    Default Re: Tanners

    Quote Originally Posted by Jean=A=Luc View Post
    If only most people were capable of researching things. No one ever told me how to do it yet somehow I know.

    First look for the "armour_ug_levels" line for the given unit. The first number represents the upgrade level the unit starts at while any subsequent numbers stand for potential upgrades. Armour levels go from 0 (no armour) to 6 (gothic plate or something like that) but I think tatw goes only up to 4. "1" then represents the leather/tanner upgrade level so if, for example, you want Hearth Watchmen to be upgradeable at the tanner level you change "armour_ug_levels 1, 2" to ""armour_ug_levels 0, 1"


    Number 2 represents the blacksmith, #3 is the armorer and so on.
    Thanks!

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