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  1. #1

    Default Questions about hp of generals and captains

    First I would write what I know (correct me if I'm wrong)

    -Generals and captains have their own stats in battle. They have basic hit points which could be increased by traits and ancillaries. More hp= more resilient general in combat. Am i correct?

    -So my question is: Is there a way to modify the base hit points (which not contains ancillaries and traits) of all generals and/or captains globally? (In a way like modifying unit hp-s in exp_descr-unit, or some other ways)

    I know there are scripts that spawns generals with spec traits/ancillaries in turn 0 but thats just not what I'm looking for. Also I don't want to make invulnerable_generals via cheating. Just some method to raise or lower their base hit points or other stats globally if it's possible.

    I know it's not the perfect place to ask the following questions, but I play CoW and SS mods the most so I try to write them here. Also searched on the forums but found only partial answers and nothing about the modability.

    Cheers!

    Ps.: I'm not native english, Sigmar should forgive me about my poor grammar (orks would chop me to pieces)

  2. #2

    Default Re: Questions about hp of generals and captains

    Quote Originally Posted by Sandor1983 View Post
    First I would write what I know (correct me if I'm wrong)

    -Generals and captains have their own stats in battle. They have basic hit points which could be increased by traits and ancillaries. More hp= more resilient general in combat. Am i correct?

    -So my question is: Is there a way to modify the base hit points (which not contains ancillaries and traits) of all generals and/or captains globally? (In a way like modifying unit hp-s in exp_descr-unit, or some other ways)
    Generals have their own 'stats' so to speak, Captains do not (from what I know). A specific General at the games start, as you say will have special Ancillaries and/or Traits which increase their personal HP's. If you wanted to increase the HP's of every single starting General without adding Ancillaries or Traits, the only suggestion I can offer is that you increase the HP's of their Bodyguard unit in the export_description_unit (EDU) file perhaps?

    Captains usually have a 'normal' unit to command, so you do not want to increase the HP's of normal units in the EDU otherwise your entire roster will end up with increased values. Perhaps look at the description_strat file which is located in your Data/World/Maps/Campaign/Imperial_Campaign folder and check which unit is attached to your Captain and what you should do if it is not already there is change the unit to a Bodyguard unit, for example, the Empire will have both a Greatswords and a Greatswords Bodyguard unit, you should update the Bodygaurd version in the EDU and strat files.

    Hope that makes some sense and is of use?!!

    Cheers KA.

  3. #3

    Default Re: Questions about hp of generals and captains

    Quote Originally Posted by Sandor1983 View Post
    First I would write what I know (correct me if I'm wrong)

    -Generals and captains have their own stats in battle. They have basic hit points which could be increased by traits and ancillaries. More hp= more resilient general in combat. Am i correct?

    -So my question is: Is there a way to modify the base hit points (which not contains ancillaries and traits) of all generals and/or captains globally? (In a way like modifying unit hp-s in exp_descr-unit, or some other ways)
    Generals have their own 'stats' so to speak, Captains do not (from what I know). A specific General at the games start, as you say will have special Ancillaries and/or Traits which increase their personal HP's. If you wanted to increase the HP's of every single starting General without adding Ancillaries or Traits, the only suggestion I can offer is that you increase the HP's of their Bodyguard unit in the export_description_unit (EDU) file perhaps?

    Captains usually have a 'normal' unit to command, so you do not want to increase the HP's of normal units in the EDU otherwise your entire roster will end up with increased values. Perhaps look at the description_strat file which is located in your Data/World/Maps/Campaign/Imperial_Campaign folder and check which unit is attached to your Captain and what you should do if it is not already there is change the unit to a Bodyguard unit, for example, the Empire will have both a Greatswords and a Greatswords Bodyguard unit, you should update the Bodygaurd version in the EDU and strat files.

    Hope that makes some sense and is of use?!!

    Cheers KA.

    PS: Sorry for the double post, the forum page was not refreshing at all and in the end it updated twice!
    Last edited by King Arthur; November 28, 2012 at 03:13 AM.

  4. #4

    Default Re: Questions about hp of generals and captains

    Thanks for your reply. I'll try

  5. #5

    Default Re: Questions about hp of generals and captains

    Captains are attached to random units, usually a cavalry unit or the first unit in the army. Before creating any units, see how many are present already. You can't have more than 500 in the EDU. Also, you can't just make a bodyguard version of every unit because each faction can only have one bodyguard unit. Only the first one in the EDU will be used for spawned generals.

    I have never played this mod, so maybe there's some sense in what King Arthur is telling you to do, but at first glance there isn't. Captains will be attached to normal units and there isn't anything you can do about that.

    Increasing the HPs of the bodyguards will make them really powerful. Adding traits and ancillaries to generals is preferable. Remember that bodyguards regenerate anyway.

    I think captains do get some boost, because they're often the last guy to survive. If you have some missile units and the enemy slowly advances and routs before it reaches you, it's usually the captain who's still alive and who dies last from your missiles.

  6. #6

    Default Re: Questions about hp of generals and captains

    Quote Originally Posted by k/t View Post
    Captains are attached to random units, usually a cavalry unit or the first unit in the army. Before creating any units, see how many are present already. You can't have more than 500 in the EDU. Also, you can't just make a bodyguard version of every unit because each faction can only have one bodyguard unit. Only the first one in the EDU will be used for spawned generals.

    I have never played this mod, so maybe there's some sense in what King Arthur is telling you to do, but at first glance there isn't. Captains will be attached to normal units and there isn't anything you can do about that.
    I was not suggesting to add new units into the mod, as more than editing the EDU is involved with this task. What I suggested was that he takes an existing Bodyguard unit for example as I mentioned Greatswords Bodyguard (which is already present in the EDU) and use this as the first unit so the Captain is attached to this. If he just increases the HP of 'Bodyguard' units then the Rank and File will not be touched.

    Agreed that 2 or more HP Generals will be very powerful, but without editing in Traits and Ancillaries, I believe that's the option Sandor1983 will have to use?

    Cheers

    KA.

  7. #7
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Questions about hp of generals and captains

    Quote Originally Posted by Sandor1983 View Post
    Just some method to raise or lower their base hit points or other stats globally if it's possible.
    As stated above, easiest way is just to make hidden trait that gives +X hitpoints, Triggers just needs to be that character is general, and make it available for each culture. Tought I think there is hardcoded limit how many hp the general can have, was it 8? Any buffs above that gets ignored. Other stats you can't add, as stated they are tied to bodyguards stats, and captains stats you can't edit I think.
    Last edited by Kahvipannu; November 29, 2012 at 04:43 AM.

  8. #8

    Default Re: Questions about hp of generals and captains

    I followed your advice and found out that hp of generals and captains code haven't been unlocked yet. So hp of generals could only be changed by traits and ancillaries. Thank you for your help

  9. #9

    Default Re: Questions about hp of generals and captains

    Never heard that HP had a max, I might give that a test as with traits, ancillaries, etc I've seen HP bonus over 18 in some mods and they do seem to last forever but making a general with 20 vs 1 with only 8 and see in a few battles if 8 always die first every single time.

  10. #10

    Default Re: Questions about hp of generals and captains

    I think generals don't have a fixed max hp. Just last day tested it with two general units of slayers:1. general had +17hp for traits and ancillaries and 5 times only the general remained alive in battle from the unit sorrounded by a half regiment of orcs/goblins. 2. general had only +5 bonus hp and died when 3 of his bodyguards were still alive. So Ithink the 1st slayer general had way more hp than 8.

  11. #11
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Questions about hp of generals and captains

    Hmmm.. It could be they don't have a max hp then. Can't remember where I read about it, or where I heard about it, I'll see if I find the source. If they indeed don't have a roof, that would be great.

  12. #12

    Default Re: Questions about hp of generals and captains

    Its probibly more than 8 because you can attain that from one trait maxed out alone... the "scarred" trait. Its either brutally or terribly I forget which is greater but its +8hp

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