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Thread: Mass Fire Drill and Other Shenanigans

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  1. #1

    Default Mass Fire Drill and Other Shenanigans

    I have recently dabbled in the dark arts of editing Empire: Total War after having become fed up with the way infantry fire rather ineffectively use their weapons. Something about immersiveness and what not.

    The default manner in which infantry fire until research unlocks is the, "fire_volley" system: In which only the first rank of a unit bother to fire while the rest, until they take the place of any first rank casualties, simply stand there twiddling their thumbs or something equally useless while soaking up a good amount of lead instead of returning it in kind. Until they have their initial fire drill replaced with rank_fire or a form of platoon fire (if they are even that lucky), gun battles stay unimpressive. However, I found that the American Minutemen (irritatingly designated as euro_militia_infantry_minutemen in the .pack files) are an exception to this. They seem to conduct some sort of, "volunteer fire drill" in which they open up from all ranks and then continue to shoot as individuals. This lets them chew up standard militia units and even withstand drilled line infantry in addition to being very fun to watch. It was certainly surprising for me to find those plucky Patriots routing British Line Infantry during the War for Independence campaign and deviate from typical volley fire, militia mediocrity. And to think I thought anything but the modern Swiss militia were only good at running away!

    After some serious searching of TWCenter, several posters had said that this form of operation was mass_fire. After some cursory editing, however, I found this was not the case. Not only does the euro_militia_infantry_minutemen entry have no corresponding drill at all in the unit_to_unit_abilities_junctions table, adding mass_fire to it made things worse. What mass_fire actually does is that it has everyone attempt to fire at the same time from a decidedly poor line of site. A good half of the units may not fire depending on the angle of the enemy. What's even worse is that if a singular infantryman happens upon a misfire, he will not attempt to fire again until the rest of his unit has finished their loading cycle! This was not the case with the Minutemen's default non-drill, wherein they would always attempt to fire again after each misfire regardless of the unit quite like the first rank unit in fire_volley.

    My question is: How to I make the Minuteman style non-drill firing style the default mode of firing until their replacement by platoon or rank firing drills? I have only just begun using DBEditor, and I don't quite know if (or how) I should delete the offending fire_volley entries altogether or replace them via a more benign entry and see if that works. Any help would be appreciated, and I will probably upload the results for those who still want vanilla gameplay with a youth prolonging Botox injection.

  2. #2
    ♔hammeredalways♔'s Avatar Darthmod Moderator
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    Default Re: Mass Fire Drill and Other Shenanigans

    Hi Khaldeesh Riesstiu - welcome to the forums, I believe that the minutemen have the capability of of can skirmish enabled, this is enabled in the unit_stats_land table
    Knight of the binge-drinking-Kebab-shop-vomiting-taxi rank-punch-up? 32nd degree

  3. #3

    Default Re: Mass Fire Drill and Other Shenanigans

    Try the unit abilities table.

  4. #4

    Default Re: Mass Fire Drill and Other Shenanigans

    Quote Originally Posted by ♔hammeredalways♔ View Post
    Hi Khaldeesh Riesstiu - welcome to the forums, I believe that the minutemen have the capability of of can skirmish enabled, this is enabled in the unit_stats_land table
    Thank you very much for the help. The Can_Skirmish line did indeed adjust whether they volunteer fire or not! I adjusted it to False on the Minutemen and True on some fire_volley default Sikh Musketeers to test and had the former fire use the patently silly fire_volley characteristics while the latter adjusted to the the desired result of firing as individuals. Which was great, since their default matchlock guns tend to misfire half the time and create a better experience. It also seems that, if a unit does not actually have a fire drill specified in the unit_to_unit_abilities_junctions table, it might as well be using fire_volley by default.

    I am going to conduct a few tests on how this effects units that have rank_fire in their abilities table instead and then try to upload the results as a vanilla/no-DLC compatible .pack for those interested. Though this also has the consequence of having units skirmish when they could not otherwise, that may be a small price to pay. Though it wouldn't be out of character for militia units, I'll create a second version where line infantry do not have it enabled for those who tend to make a beeline to fire by rank in game anyway.

    UPDATE: I have uploaded my work as a .pack mod to TWCenter here for those interested. I have also discovered that enabling the can_skirmish in the unit_states table itself does not actually enable skirmishing (which requires further coding I believe), but it still shows up as enabled in the unit card.

    UPDATE II: It would appear, upon closer inspection, that the can_skirmish does indeed enabling skirmishing among most units. I hadn't found that out during my non-campaign testing because it appeared to be replaced by fire and advance. I do not believe there is a way around that. However, I will have an AUM compatible version out by tomorrow for those interested.
    Last edited by Khaldeesh Riesstiu; July 19, 2011 at 01:01 AM.

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