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  1. #1

    Default Goblins and Wildlings shout be weak

    An I rewrite the scripts, that Goblins and Wildlings does not have so much Hitpoints as they have now?

  2. #2
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: Goblins and Wildlings shout be weak

    Yep, that's entirely possible

    Just open the "export_descr_units.txt" and you'll find all of the stats of every unit in-game

  3. #3

    Default Re: Goblins and Wildlings shout be weak

    Quote Originally Posted by Napoleon3010 View Post
    An I rewrite the scripts, that Goblins and Wildlings does not have so much Hitpoints as they have now?
    Dont goblins have just one hitpoint anyway?

  4. #4

    Default Re: Goblins and Wildlings shout be weak

    Can I have a specific explanation of that fact, what should i rewrite, can you give me example.

  5. #5
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Goblins and Wildlings shout be weak


  6. #6

    Default Re: Goblins and Wildlings shout be weak

    I donīt really understand this guide, iīm sorry.

  7. #7
    mongoose's Avatar Domesticus
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    Default Re: Goblins and Wildlings shout be weak

    In most RTS games, "hit points" determine how hard it is to kill a unit. The total war games also use hit points, but they use other factors as well - armor, defense skill, etc. So even a very tough unit, like a knight, might only have 1 hit point; the rest of its strength coming from other variables. So with the goblins, you probably want to reduce their armor or something, not their hit points, because they only have 1 to begin with.

    Here is an example of how to make a unit easier to kill.

    The below text is the entry in export_descr_units.txt for Inner Circle Knights. I put some of the defense related stuff in bold face.

    type Knights Innercircle
    dictionary Knights_Innercircle
    category cavalry
    class heavy
    voice_type Heavy
    banner faction banner_innercircle
    banner holy crusade_cavalry
    soldier Knights_Innercircle, 25, 0, 1.5
    mount Elector count armored horse
    attributes sea_faring, can_withdraw, legionary_name, knight
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0 This is the number of hit points, I think
    stat_pri 9, 8, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
    stat_pri_attr no
    stat_sec 9, 6, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
    stat_sec_attr no
    stat_pri_armour 12, 6, 4, metal
    stat_sec_armour 3, 3, metal
    - Lowering these values will make them easier to kill.
    stat_heat 2
    stat_ground 0, -3, -4, 0
    stat_mental 16, normal, highly_trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 2500, 500, 100, 100, 2500, 1, 1000
    armour_ug_levels 6
    armour_ug_models Knights_Innercircle
    ownership hre, portugal, spain, scotland, sicily, milan, venice, saxons, byzantium, france
    info_pic_dir merc
    ;card_pic_dir allgemein
    recruit_priority_offset 20

    Another way to weaken a unit is just to change the moral. I underlined that category.

    Hope this helps and good luck!

  8. #8

    Default Re: Goblins and Wildlings shout be weak

    bha i don't see the point of reducing.. the Armour to Goblins is 0 if they have a Shield is +2 they have 2 Defece and 1 hit points

    Just the Full Armour Gobling has 4 Defece and 1 Healt point, when an Weaker Orc Has 11 in defence... Also the Savage orc has More Defece then an Full Armoured Goblin (6 points Defece)

  9. #9

    Default Re: Goblins and Wildlings shout be weak

    Quote Originally Posted by Chessur View Post
    bha i don't see the point of reducing.. the Armour to Goblins is 0 if they have a Shield is +2 they have 2 Defece and 1 hit points

    Just the Full Armour Gobling has 4 Defece and 1 Healt point, when an Weaker Orc Has 11 in defence... Also the Savage orc has More Defece then an Full Armoured Goblin (6 points Defece)
    Yeah, you can kill/route an entire army of them with a couple of Heavy cavalry charges. Knights of the White Wolf completely pulverise them.

  10. #10

    Default Re: Goblins and Wildlings shout be weak

    Another way you could make goblins weak is to space the individuals in the unit more. Spacing between individuals within a unit is generally linked to the effectiveness in which the whole unit can fight. More space between individuals basically decrease the ability of the unit to fight, for example, units that are in loose formation generally don't perform so well. Tight formations on the other hand, can enable multiple soldiers to gang up on single soldiers on the opposing unit making them much harder to fight.

    On top of this, the effectiveness or lack of effectiveness can be compounded by how big the radius of each individual is. A large radius for example would not leave much room for the other individuals around the soldier to help him, and it would also allow multiple soldiers from the other unit to gang up on him.

    type Knights Innercircle
    dictionary Knights_Innercircle
    category cavalry
    class heavy
    voice_type Heavy
    banner faction banner_innercircle
    banner holy crusade_cavalry
    soldier Knights_Innercircle, 25, 0, 1.5, x
    mount Elector count armored horse
    attributes sea_faring, can_withdraw, legionary_name, knight
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0 This is the number of hit points, I think
    stat_pri 9, 8, no, 0, 0, melee, melee_blade, piercing, spear, 0, 1
    stat_pri_attr no
    stat_sec 9, 6, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
    stat_sec_attr no
    stat_pri_armour 12, 6, 4, metal
    stat_sec_armour 3, 3, metal - Lowering these values will make them easier to kill.
    stat_heat 2
    stat_ground 0, -3, -4, 0
    stat_mental 16, normal, highly_trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 3, 2500, 500, 100, 100, 2500, 1, 1000
    armour_ug_levels 6
    armour_ug_models Knights_Innercircle
    ownership hre, portugal, spain, scotland, sicily, milan, venice, saxons, byzantium, france
    info_pic_dir merc
    ;card_pic_dir allgemein
    recruit_priority_offset 20

    The blue is the value that controls the individual radii around the soldiers of a unit. A larger number leads to units ballooning past their formation confines.
    This number won't exist in your text file. The engine just uses the default radii for all units. But you can fill it in and change how big each individual soldier is in the unit. The default is 1 I believe.

    The red values from left to right, is the length and width of the space between the individual soldiers in a unit. Be warned, if you want to make goblins weak by giving them crappy formations and large radii for their soldiers, making the radii too large, or letting the formation be too small will have the effect of the soldiers in a unit forming a blob and possibly pose pathfinding issues.

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