I am testing a mod that has only 1 soldier in every unit but, having problems with the officers. Any idea how to remove the officers so that matchlock, bows, and spears can be utilized?
I'm using the PFM that is working so far.
I am testing a mod that has only 1 soldier in every unit but, having problems with the officers. Any idea how to remove the officers so that matchlock, bows, and spears can be utilized?
I'm using the PFM that is working so far.
the first unit is ALWAYS an officer as far as i can tell. You can change the 'skin' or unit_variant of officers to whatever you desire though. When you make the unit, you need to select what kind of officer you want. So if you have a unit that is a matchlock one, you select officer_teppo instead of officer_katana in the "officer" field of the 'units_stats_lands_tables" section. You can also give the general any weapon you wish. So you can have a katana unit with a matchlock/bow general also.
You should also be aware that there is an issue with units that have less than 5 or 10 soldiers having no sounds. Battle sounds/movement sounds are not present at all.
Any idea where I might find the officer's in the db? As far that I can tell, there are none, unless it is being based off another existing model like; officer_katana based off the retainer's model?
Thank'ya though on the heads up with what might go wrong with the sounds and such. I appreciate your help!![]()
Last edited by Shibata; September 25, 2011 at 03:42 AM.
Well there's 2 different things in your question. For example 'samurai_inf_yari_samurai' has a ".unit_variant " variant file that governs what kind of armor/ the model/texture that the officer will have. You can give any weapon to any unit i believe. So it will simply be the officer of the 'unit_variant' using whichever weapon you give it. Each unit will have TWO unit variant files. one will be '*INSERTUNITHERE*.officer.unit_variant' and '*INSERTUNITHERE*.soldier.unit_variant' .
If you are happy to use the existing 'model' for the given units officer. You can go to the DB table then to 'units_stats_land_tables' and under the column "officer" you can change the weapon you want there.
It's a long winded process and it takes quite a bit of time doing trial and error. If you have the time i'm happy to help you with it, but if not, let me know what you are wanting to achieve and i can make you the units you want then you can play around with them.
Well, at the moment, I see that the officers can have certain weapons that are similar to to their infantry counterpart but, the major faults are when they wield ranged weapons. The model shows them having it in their hands, they have the unit's abilities but, they don't have; fire-at-will, shooting, or signs that they initially have ammo. Kind of makes ranged units pointless in the mod if that occurs but, attempting to correct it firstly in the path you shown me. Let'ya know how well it helps out when I have a moment and again, appreciate the assist!
:edit: (1:45pm) Tried changing the officer info, understand it well and works changing it's melee weapon but, still having issues with the ranged ones. Another good example, kisho ninja's officer will not be able to use the bombs they normally throw too.
Btw, what is shogun_samurai_test and euroline?
:edit: (8:27pm) Been doing alot of experimenting but, have not found any way to give missiles to those officers. I did discover that within PFM's unit_stats_land last unknown column is whether or not the units have kisho training. Still messing with the unknowns and unused to see what they do and hope one of them connects with the officer.![]()
Last edited by Shibata; September 25, 2011 at 07:28 PM.
Okay, went to test something out. I put an unmodified Hojo Rocket unit with 40 men on a custom map next to a single man Hand Mortar. The Rocket guys could shoot, so could the officer, and had the Fire at Will button. The single Mortar officer could not shoot, had no bar in his card displaying an ammo meter, had no Fire at Will button, and he did have the right weapon. The officer was not modified in any way. No clue what is going on so... I'm gonna need your assistance to the fullest.
This is what I've done and yet still has problems both custom with missile units and campaign disbanding after non-auto resolve battles.
:update: (5:11pm 9/26) Been testing it further. I know that when a regular missile unit is cut down to 1 man that, regardless if a captain/officer/general, they will still be capable of firing. When I modify the unit scale down to 1 man, they cannot. I am at a complete loss as to why. It doesn't have anything to do with the officer or the weapon type nor this being brought down to 1 man. There is some variable I am not seeing that's corresponding with the number of soldiers in a unit without threading a display.
If anyone has a suggestion, I am willing to try it but, I am more willing for others to test and see what I might have not.![]()
Last edited by Shibata; September 26, 2011 at 04:12 PM.
To be honest, Having a lone unit kinda sucks cause of the no sound issue. It is entirely possible that if the sounds dont work with only 1 man in a unit, that other such glitches may occur. not sure if there's much difference between euroline and samurai_test. However by default missle troops use euroline, so i just stick with that.
Also, how are you getting the db table? Are you copying the existing one and then making your own .pack file? Because if you use an existing one then clone a row and save it; some variables will be missing. This is true for the units_table as well. Did you check that the unit with only 1 unit has a missle weapon assigned? By this i mean it should say 'bow' and also the ammo type ie: 'shogun_arrow'?
May i ask why it's so important that you get it working?
It make the campaign for the Lone Samurai mod undone with half of the units incapacitated via missiles unavailable.
As for the use of the db table, I have been using the second suggestion you offered with units_stats_lands_tables. I took a look at the variant files from the model2 pack and was kinda confused on how to modify that without associating the differences. As for copying, oh yes, definitely keeping spare .pack files in another folder when one either needs changed or bugs out on me because of an invalid execution.
Any way you can lend further assistance is going to be great! Oh but, one more thing, those sound issues don't appear when I test. I hear everything running well just, those two problems keep happening in my mod; no missiles and after-battle disband.![]()
I suspect that changing the game the way you want it would require a lot more changes to the game than i know about. There are variables in the battles_tables i believe that can change the threshold for the number of units killed before the unit is disbanded (as a percentage). However i would honestly suggest that the easiest way would be to compromise on a unit of 5-10 men. Or even say 2 men.
With the variant files, it's kinda tricky to edit them. You need to decompile them using TAW's tools and then recompile them. This requires some knowledge of command prompt and the tool 'jruby'. You can simply copy and paste the files. For example. If you create a general in your mp avatar menu. You can then copy the .unit_variant file for the mp_avatar general you made. Then rename that file to one that is in the models2.pack (DO NOT EDIT THIS FILE DIRECTLY). For example. MP_Avatar.unit_variant can be renamed to 'samurai_inf_katana_samurai.officer.unit_variant' and this will make the officer of you katana samurai the same as the officer you made for your mp avatar general.
I will attempt to make a custom unit in a unique .pack file over the weekend and help you with this. I will make some units of yumi/yari/naginata/katana for you.
I am a little jealous as to how you got a unit with 1 man working with sounds though![]()
Flukes happen. I had it working by chance, considering when I first started the Lone Samurai project that I had no wits of what I should mod, simply starting with the unit multiplier by bringing it down to .05 and having all battle reports telling me that I lost -1 men rather.
I am very willing to completely do an overhaul on this, if possible. I cannot say just how much I do appreciate your assistance in this. Right now, since there is a new patch out, I am crossing my fingers that there won't be too many changes to complicate my matter of working this mod's wrinkles down.
Let me know if you discover which variable it is that effects the disbanding part of the game. I am definitely going to be continually testing each and every part of this game till I find it... This would be easier if I had knowledge on what each 'unknown' or 'unused?' column does.![]()
It's in the campaign_variables table. the variable is "unit_minimum_strength". The default variable is 0.05. which is 5%. If you have a unit with 2 men and you lose 1, that is 50%. I would suggest you change the variable from 0.05 to 0.001 or something like that (0.1 of a %) and see if that works.
Unfortunately didn't work. Bull God thought the same thing but, didn't work out, and our tests continued to stump us until Xorte-Renshe had done a fluke. I tried recreating his fluke but, couldn't figure it out what-so-ever and he seemed even more confused despite him being the one who done it.![]()
I've not experienced this before. Every time I've made a single unit or small unit mod, there has always been sound.
I've found that when you edit the disbanding rules (both of them, as there are two), it only seems to work with ashigaru units. And even then, it doesn't work all the time. It could be hard coded into the game, but on the off chance that it's not, I'll keep testing things. So far, the only luck I've had is in the next quote below.
Strangely enough, that system of starting a new un-modded game and then -after saving and quitting- editting the units to register as zero when you build them still works for me, haha. ///_^'
Because of this, the units never get disbanded since the unit never had anyone in it to begin with. The battle map gives you a soldier, and if he lives, it says you've lost -1 guy. This has worked with every unit I've tried it with, but only if I've already started a campaign with uneditted units.
yeah there are a lot of variables in tables that dont seem to change much if you alter them. I'm having issues with the trigger_effects table for traits like that. I put the variable for 'brave_general" from 20 to 9999 and it did nothing. Possibly found in a different part of the game or is hard coded. In my opinion, skip the single samurai and make it an elite group of about 10 men. This will resolve all the issues you're having.
Sorry i couldn't help you more.
I always appreciated your help and hope to lend you a hand someday.![]()
I think now after so much time modding, i'm ready to actually play my game, before i get sick of it lol
If you're still on this mod lone samurai, could you tell me how you made them not disband after fighting and not even dieing, because im trying to make a hero unit with 3 katana samurai, who are a bit overpowered but the keep disbanding after a battle even if only 1 or non have died, ANYONE knows how to change this please contact me in any way!! THANKS in advance![]()
Been a long while but, mostly because I am busy; baby and new job with extended + overtime hours.
Anyways, found out something interesting. In PFM, I did a quick tinker with some variables and had odd results. The normal battles happen, a single soldier in each unit but, post-battle resulted with an actual number of them remaining. Oddly though, they merged into a single unit.
ex. Say, you have the normal initial units available for fending off rebels/incursions from neighbors. That is what; archer, yari sam, yari ashi, and your daisho? Battle happens, routed the enemy, and after the battle everyone, except the daisho, merges into a single unit.
The icons at the bottom are also odd. The green unit "health" bars were all that remained of the former units before their merge with the single unit and is attached to that unit as well, like a tail. I tested another battle and, unfortunately, it had the bad end of being auto-disbanded. Just, oddly the battle results said that there was a total of 4 losses and 5 remaining suggesting that it registered that they did survive.
Now, I have singled out the directory in the .pack file that I edited. Regardless of the name, you will still have to edit on your own the appropriate number of soldiers in a unit, if you want to test this too. I have yet to figure out what exactly it did or if all of the variables I adjusted had any or no related effect.
Good luck and let us all know what'cha find.![]()
Screenshot of what I'm talking about, I'm dragging the "merged units" from the bottom to show the tail of "health" bars.
![]()
So, they are combined into one unit on the campaign map, but still separate units on the battle map? (And they only have 1 soldier per unit?)