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  1. #1
    craziii's Avatar Protector Domesticus
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    Default need 2hander fix

    anyone got info on how to fix the 2hander axe and pole arm units?

    I am looking specifically for the jhi animation fix. but if you got other working fixes, I am all ears. I hate the fact that the end game noble knights are getting owned by feudal knights
    fear is helluva drug
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    “The only rule that ever made sense to me I learned from a history, not an economics, professor at Wharton. "Fear," he used to say, "fear is the most valuable commodity in the universe." That blew me away. "Turn on the TV," he'd say. "What are you seeing? People selling their products? No. People selling the fear of you having to live without their products." freakin' A, was he right. Fear of aging, fear of loneliness, fear of poverty, fear of failure. Fear is the most basic emotion we have. Fear is primal. Fear sells.” WWZ

    Have you had your daily dose of fear yet? craziii
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  2. #2
    tudor93's Avatar Primicerius
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    Default Re: need 2hander fix

    but you could try retrofit mod, it's vanilla with bug fixes
    http://www.twcenter.net/forums/showthread.php?t=118680
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  3. #3
    craziii's Avatar Protector Domesticus
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    Default Re: need 2hander fix

    I don't really want a mod though I want to play the kingdom's 4 campaigns with the fix. and maybe even vanilla 1.3. I read about the 2h fix in retrofit, they simply change the attack and defense stats without actually fixing anything. or am I wrong? what is the retrofit 2h fix?
    fear is helluva drug
    Spoiler Alert, click show to read: 
    “The only rule that ever made sense to me I learned from a history, not an economics, professor at Wharton. "Fear," he used to say, "fear is the most valuable commodity in the universe." That blew me away. "Turn on the TV," he'd say. "What are you seeing? People selling their products? No. People selling the fear of you having to live without their products." freakin' A, was he right. Fear of aging, fear of loneliness, fear of poverty, fear of failure. Fear is the most basic emotion we have. Fear is primal. Fear sells.” WWZ

    Have you had your daily dose of fear yet? craziii
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  4. #4
    Emperor of The Great Unknown's Avatar Primicerius
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    Default Re: need 2hander fix

    I would suggesting bringing this to the mod workshop then.
    Give a man a fish you feed him for a day, teach a man to fish you feed him for a lifetime.
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  5. #5
    craziii's Avatar Protector Domesticus
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    Default Re: need 2hander fix

    Quote Originally Posted by Emperor of The Great Unknown View Post
    I would suggesting bringing this to the mod workshop then.
    I checked out the modding sub forums and saw zero threads, that was why I posted in the main forum. when the game was release, the JHI animation fix was all over the place, now I can't find it :(((

    also, I tried the kingdoms again, they do work. the 2handers in kingdoms got a serious buff but still got the same animations though. but attack and defense got super high. they kill by just butting the feudal knights with the wooden blunt end of their weapon. the initial charge kills about 20-25.

    does retrofit work with 1.3 vanilla and kingdoms 1.5?
    fear is helluva drug
    Spoiler Alert, click show to read: 
    “The only rule that ever made sense to me I learned from a history, not an economics, professor at Wharton. "Fear," he used to say, "fear is the most valuable commodity in the universe." That blew me away. "Turn on the TV," he'd say. "What are you seeing? People selling their products? No. People selling the fear of you having to live without their products." freakin' A, was he right. Fear of aging, fear of loneliness, fear of poverty, fear of failure. Fear is the most basic emotion we have. Fear is primal. Fear sells.” WWZ

    Have you had your daily dose of fear yet? craziii
    Spoiler Alert, click show to read: 

  6. #6
    tudor93's Avatar Primicerius
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    Default Re: need 2hander fix

    Quote Originally Posted by craziii View Post

    does retrofit work with 1.3 vanilla and kingdoms 1.5?
    yes
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  7. #7
    tudor93's Avatar Primicerius
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    Default Re: need 2hander fix

    well ... IIRC in the 4 kingdoms campaigns the 2h units work fine
    I'm not a modder, but I think they changed the animations (or something like that) because in vanilla they were slow (and retrofit mod uses this too) and that's why 2h units were pwned by militia
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  8. #8

    Default Re: need 2hander fix

    2h units ARE fixed in kingdoms. If you don't believe me, test a unit of Giltine's Chosens against Dismounted Ritterbruders.

    Even though kingdoms didn't adjust the animation properties, it gave 2h units higher stats to compensate for slower animation, and the cost of the 2h units have been recalculated based on these considerations.

  9. #9
    _Elysium_'s Avatar Biarchus
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    Default Re: need 2hander fix

    Quote Originally Posted by Aeratus View Post
    2h units ARE fixed in kingdoms. If you don't believe me, test a unit of Giltine's Chosens against Dismounted Ritterbruders.

    Even though kingdoms didn't adjust the animation properties, it gave 2h units higher stats to compensate for slower animation, and the cost of the 2h units have been recalculated based on these considerations.
    I've been wondering about two-handers aswell, intending to look into it in more detail before starting my next campaign.

    Are all two-handers "fixed" in Kingdoms? Is it just their stats and costs that are changed, meaning the same "fixes" can be duplicated for the Vanilla two-handers by editing the files with Notepad?







  10. #10

    Default Re: need 2hander fix

    EDITED

    Nevermind, the fix I found doesn't work
    I hope nobody downloaded and installed it
    And if anyone did, I hope they made back-ups
    Sorry
    Last edited by Cheator; June 29, 2011 at 04:26 PM.

  11. #11

    Default Re: need 2hander fix

    If you have your EDU (export_desrc_units) ready for alteration...

    this is what I'd recommend. Change all the 2-hander units like Bills, 2-hander clubs, 2-hander axes, and Pole-Axe (english foot knights / portuguese foot knights style units) to use the Jannissary Heavy Infantry animation. You may also find it wise to reduce their attack a little for the new animation. They way I've done it in my files is that Elite 2handers like Varangian Guards have attack of 13 ... medium skill like Egyptian Tabaryadiya or heavily armored like English Foot Knights get a 12,, lesser quality axemen like Berdiche or Woodsmen get an 11 , and the billmen / religious units (crusader/jihand 2handers) get a 10.

    2 hander swordsmen can stay the same, but you may want to increase their defense skill (the middle number in the defense stats) by 1-2 points.

    Western Halberd Troops === you will notice they have a primary & secondary attack -- even tho its the same weapon (halberd/voulge) - just make the secondary attack value the same as the primary, and you may find it wise to increase attack by 1 point, and defense skill by 1 point.
    The elite halberds like Obudshaer & Swiss Guards -- increase by more points, say 3 in attack/defense skill.

    If you make changes to units in the game, it is wise to keep it streamlined for all units of the same type and maybe keep a seperate file noting all the changes you've made.

  12. #12
    craziii's Avatar Protector Domesticus
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    Default Re: need 2hander fix

    Quote Originally Posted by PrestigeX View Post
    If you have your EDU (export_desrc_units) ready for alteration...

    this is what I'd recommend. Change all the 2-hander units like Bills, 2-hander clubs, 2-hander axes, and Pole-Axe (english foot knights / portuguese foot knights style units) to use the Jannissary Heavy Infantry animation. You may also find it wise to reduce their attack a little for the new animation. They way I've done it in my files is that Elite 2handers like Varangian Guards have attack of 13 ... medium skill like Egyptian Tabaryadiya or heavily armored like English Foot Knights get a 12,, lesser quality axemen like Berdiche or Woodsmen get an 11 , and the billmen / religious units (crusader/jihand 2handers) get a 10.

    2 hander swordsmen can stay the same, but you may want to increase their defense skill (the middle number in the defense stats) by 1-2 points.

    Western Halberd Troops === you will notice they have a primary & secondary attack -- even tho its the same weapon (halberd/voulge) - just make the secondary attack value the same as the primary, and you may find it wise to increase attack by 1 point, and defense skill by 1 point.
    The elite halberds like Obudshaer & Swiss Guards -- increase by more points, say 3 in attack/defense skill.

    If you make changes to units in the game, it is wise to keep it streamlined for all units of the same type and maybe keep a seperate file noting all the changes you've made.
    care to throw me a bone and tell me how you change the units to use the jhi animation? please!
    fear is helluva drug
    Spoiler Alert, click show to read: 
    “The only rule that ever made sense to me I learned from a history, not an economics, professor at Wharton. "Fear," he used to say, "fear is the most valuable commodity in the universe." That blew me away. "Turn on the TV," he'd say. "What are you seeing? People selling their products? No. People selling the fear of you having to live without their products." freakin' A, was he right. Fear of aging, fear of loneliness, fear of poverty, fear of failure. Fear is the most basic emotion we have. Fear is primal. Fear sells.” WWZ

    Have you had your daily dose of fear yet? craziii
    Spoiler Alert, click show to read: 

  13. #13

    Default Re: need 2hander fix

    Quote Originally Posted by craziii View Post
    care to throw me a bone and tell me how you change the units to use the jhi animation? please!
    in the EDU, the units will be listed -- with their regular name, and Dictionary name - at the very top.

    Then a few lines pass where the type , accent, voice, and such are listed until finally there's a line named.

    Soldier : Woodsmen, 48, 0.00

    it'll say something like that.. the numbers will mean it's default size. And "Woodsman" will be what animation this unit uses in combat.

    So what you do is change the 'soldier' from say "woodsman" to "janissary_heavy_infantry" .. you have to make sure you spell it exactly proper with underscores etc..

    So for the Woodsman unit, everywhere in the lines for this unit it can Say Woodsman, but for the 'soldier' line -- you will want to change it.

  14. #14
    craziii's Avatar Protector Domesticus
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    Default Re: need 2hander fix

    Quote Originally Posted by PrestigeX View Post
    in the EDU, the units will be listed -- with their regular name, and Dictionary name - at the very top.

    Then a few lines pass where the type , accent, voice, and such are listed until finally there's a line named.

    Soldier : Woodsmen, 48, 0.00

    it'll say something like that.. the numbers will mean it's default size. And "Woodsman" will be what animation this unit uses in combat.

    So what you do is change the 'soldier' from say "woodsman" to "janissary_heavy_infantry" .. you have to make sure you spell it exactly proper with underscores etc..

    So for the Woodsman unit, everywhere in the lines for this unit it can Say Woodsman, but for the 'soldier' line -- you will want to change it.
    thank you very very much, gonna try it out tonight.
    fear is helluva drug
    Spoiler Alert, click show to read: 
    “The only rule that ever made sense to me I learned from a history, not an economics, professor at Wharton. "Fear," he used to say, "fear is the most valuable commodity in the universe." That blew me away. "Turn on the TV," he'd say. "What are you seeing? People selling their products? No. People selling the fear of you having to live without their products." freakin' A, was he right. Fear of aging, fear of loneliness, fear of poverty, fear of failure. Fear is the most basic emotion we have. Fear is primal. Fear sells.” WWZ

    Have you had your daily dose of fear yet? craziii
    Spoiler Alert, click show to read: 

  15. #15
    _Elysium_'s Avatar Biarchus
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    Default Re: need 2hander fix

    Quote Originally Posted by PrestigeX View Post
    If you have your EDU (export_desrc_units) ready for alteration...

    this is what I'd recommend. Change all the 2-hander units like Bills, 2-hander clubs, 2-hander axes, and Pole-Axe (english foot knights / portuguese foot knights style units) to use the Jannissary Heavy Infantry animation. You may also find it wise to reduce their attack a little for the new animation. They way I've done it in my files is that Elite 2handers like Varangian Guards have attack of 13 ... medium skill like Egyptian Tabaryadiya or heavily armored like English Foot Knights get a 12,, lesser quality axemen like Berdiche or Woodsmen get an 11 , and the billmen / religious units (crusader/jihand 2handers) get a 10.

    2 hander swordsmen can stay the same, but you may want to increase their defense skill (the middle number in the defense stats) by 1-2 points.

    Western Halberd Troops === you will notice they have a primary & secondary attack -- even tho its the same weapon (halberd/voulge) - just make the secondary attack value the same as the primary, and you may find it wise to increase attack by 1 point, and defense skill by 1 point.
    The elite halberds like Obudshaer & Swiss Guards -- increase by more points, say 3 in attack/defense skill.

    If you make changes to units in the game, it is wise to keep it streamlined for all units of the same type and maybe keep a seperate file noting all the changes you've made.
    Thats brilliant. I didn't think of swapping pre-existing animations. I'll do exactly what you did. Thanks alot.







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