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Thread: Need help with db editing, naval modding and technology effects

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  1. #1
    DelaRey's Avatar Laetus
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    Default Need help with db editing, naval modding and technology effects

    I am working on a naval mod. What I want to do is enable double-shotted broadsides with increased damage at close range.

    I've managed to create new technology options. Now I need the effects. How do I create a new effect that can modify the broadsides_damage_modifier in the kv_rules_table when this technology is researched? Is this at all possible?

    It should also be possible to change the rifled naval cannon projectile type to a double-shotted version, since I want to remove it anyway, but I want to change only the modifier for the broadsides, or else there is no option to change it back to normal round shot. Unless there is someone out there that can add an extra button for me on the hud? It should be somewhere in the .luac files for naval battles I guess.

    At the moment I have 2 new technologies, Naval Impressment and Professional Officers Corps, influencing morale, happiness and costs, and it tests well with DMUC.

    Any suggestions?

  2. #2
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Need help with db editing, naval modding and technology effects



    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  3. #3
    DelaRey's Avatar Laetus
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    Default Re: Need help with db editing, naval modding and technology effects

    Thanks. Yes, Bethencourt's work was a great starting point. But it still mostly change(or add to) the gun, projectile and unit stat, while I would like to add a new effect through technology research that can modify a value in the kv_rules_table.

    It should be possible to create a new effect in effect_tables that can link to the proper value. I just don't know how. I would specifically like to change the broadsides_damage_modifier in the kv_rules_table, as that would be the most obvious value to simulate double-shot at close range. That way the effect will only be achieved when the player use manual broadsides and not affect the damage stats of the guns when the ship is firing at will.

  4. #4
    DelaRey's Avatar Laetus
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    Default Re: Need help with db editing, naval modding and technology effects

    With artillery units it should probably be possible to add double-shot and get it enabled with a toggle button in the hud, as between round shot and cannister for example. But the naval hud and stats simply doesn't seem to allow that option. So I need to find a different route of simulating the effect of double-shot(2 roundshot fired at the same time with a reduced gunpowder charge and shortened range, double the damage).

  5. #5
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Need help with db editing, naval modding and technology effects

    Damages are linked to projectiles using the projectiles_explosions_tables and projectiles_tables.
    Projectiles are linked to guns using the gun type to projectile table.

    I don't know if you can add a new icon/button for this new shot type.
    Maybe could you have a look here : Napoleon: Total War Mod Workshop > Miscellaneous > Explosive shot for cannons (UI issue)

    In naval battle we have a maximum of 3 shot types : round shot, canister and grapple shot I thought.
    I fear you will have to scarify one of them, replacing it with your double-shotted one.
    Last edited by wangrin; June 05, 2012 at 02:19 PM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

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    DelaRey's Avatar Laetus
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    Default Re: Need help with db editing, naval modding and technology effects

    Wouldn't want to replace any of the existing shot. That leaves the Broadside buttons. Creating a new projectile type and linking it to the broadside button should do the trick. But the 'linking' part would be in the .luac files and out of my reach, unless I can find someone that can do it for me...

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