Good day to all, here's my second tutorial on another file that nobodies have done yet but can affect drastically your ranged units. This guide will explain what are the values, their effects and how to create a new projectile (coding speaking). All the information resulted from personal tests and I want to share my results.
What is the Descr_Projectile.txt file (DP)?
This file is the coding parts and all information related to game's projectiles. This file is located into your Data Folder.
Now onto the basic, let's take an entry and I'll explain you what each lines do.
The following spoiler is a sample of an entry, I've take the first and most basic one, the "arrow" projectile.
Spoiler Alert, click show to read:
projectile arrow
This is the name of the projectile and it is linked to your Export_Descr_Unit.txt. file.
effect arrows_new_set
end_effect arrow_impact_ground_set
end_man_effect man_impact_tiny_set
end_package_effect arrow_impact_wall_set
end_shatter_effect arrow_impact_ground_set
end_shatter_man_effect man_impact_tiny_set
end_shatter_package_effect arrow_broken_impact_wall_set
The above entries are about the animation and the model of the projectile, unless you want to integrate a totally new projectile models, I strongly suggest to not play with this. Those mesh and animations are located into Data/Models_effects and Data/Models_Missiles and all of them are in the Vanilla Medieval 2 Total War Data Folder.
effect_offset -1.5
From my tests, this is mostly linked to animations, a high value in either way (+ or -) can simply make the projectile disappear. So this entry doesn't really need to be changed. Use the standard vanilla values.
damage 0
This line is different from the others. Basically, it's the line for building damage such as trebuchet. But there's another thing I've also notice when I change it on an arrow projectile. The higher the value is, the less effective the projectiles are in term of casualties. The "trebuchet" projectile has another entry related to damage and it's the damage_to_troops 10(which is placed under the "damage" line) which it's specifically designed against units, not buildings. That is the reason why sometimes, after several units has been shot, maybe a man or two get up.
radius 0.1
From the tests, the higher the value is, the more "bigger" the projectile's effect is. Not graphically speaking but the projectile is more widen in a way. From the test, a single arrow could kills 3 men. It also affects the effectiveness of the projectile in term of casualties.
mass 0.05
From the tests, the higher the value is, the more the units are dampered, fall on the ground, being pushed back, crippling on themselves. But the casualities are much lower.
area 2.0
It's the area width, the higher the value is, the more widen the projectile's effect is.
accuracy_vs_units 0.075
accuracy_vs_buildings 0.05
accuracy_vs_towers 0.0305
It's the accuracy, the lower the value is, the more accurate the projectiles are. The "buildings" and "towers" is for siege weapons only. A very high value will make the unit to shoot like a stormtrooper like this video:
fiery
Add this line under "Accuracy" to make the projectile fiery.
affected_by_rain
If you add this line (under "Mass") the projectile will be affected by the weather such as rain or snow. Their effects will make the projectile being less accurate and a lower velocity.
min_angle -75
max_angle 65
First value the angle below horizon, the the secont above horizon. Sets the angle range for projectiles.
velocity 20 48
This affect the speed of the projectile, the higher the value ,the faster and flatten the projectiles go. The first value is the minimum velocity and the second is the max. You can also put a single value so all your projectiles will go to that velocity.
display aimed
It's the trigger for shooting a projectile, just don't bother with it. Some projectiles haven't his line like javelins of ballista.
bounce 0.5 0.6 0.5 0.4
If you add this line, your projectile will bounce. You must add this entry under the "Velocity" line. From the DP:
Spoiler Alert, click show to read:
ground_shatter
This will make the ground to shatter when the projectile hits. Think of trebuchet rocks that hits the ground. You must add this entry under the "Velocity" line. From the DP:
Spoiler Alert, click show to read:
Body_Piercing
This will make the projectiles to pierce units. You must add this entry under the "Velocity" line. From the DP:
Spoiler Alert, click show to read:
effect_only
This line is unknown for me, all projectiles has this, so I suggest to let this entry be as it is.
How to create a new projectile?
There's a simple and dirty way to create a new projectile.
Take an entry and copy it like this:
Spoiler Alert, click show to read:
Then paste it in your file and you must change the projectile name like this:
Spoiler Alert, click show to read:
Then you change your values as you wish.
Lastly, you have to integrate your projectile. Now go into your Export_Descr_Unit (Located into your Data Folder) and find your unit entry. I'll use the Yeomen archers.
Spoiler Alert, click show to read:
Then you change what's in red
Spoiler Alert, click show to read:
How to create a Flaming Projectile?
Here's the steps to create a projectile with the option to make the unit either to shoot normal projectiles or fiery projectiles by clicking on the special ability in the Battle Phase of the game. I want to give credit to Briarius for pointing this out.
Here's what you need
This is the normal version
Spoiler Alert, click show to read:
And the fiery version of the projectile
Spoiler Alert, click show to read:
I'll go back on the steps to create a new projectile. So copy your new projectile entry and paste it under that projectile. What's in Blue is what you need to add. The Red name is your projectile that you want to make fiery. What's in Green is what you need to add also to these lines.
That's it, you now understand more clearly the Descr_Projecile file. If you have question, comments, just ask. Happy Coding.