Hello,
How do these affect army morale in numbers?
Hello,
How do these affect army morale in numbers?
Is it possible to make them like the coyote priest in Americas campaign? They could chant then. I think they are useless otherwise.
They have command attribute but no one is exactly sure the number or radius of the morale boost. In battles there is definitely a boost but the radius seems small. The general's morale boost with command seems to be merely boosting 1 level-
Originally Posted by JeromeGrasdyke
Just to clear this up ( as requested ;-) ), from the old code on my machine at CA the General's command modifier on attacks is still there in the last version, but it only applies to melee attacks and it is -inverted- so the quality of the defender's general is applied as bonus directionless defense for the defending soldier. It is also rescaled to range from -6 to +6, changing quickly at low bonus levels and then slowing down towards the top of the range. The idea was to limit the number of stacking bonusses which speed up the battles, i vaguely remember.
Also, the bonus is not limited by physical distance, and is supposed to represent a good general's ability to get superior performance from his troops through training in small scale maneuvers. The only way for this bonus to result in faster combat death rates rather than slower ones is if the defender's general has bad command traits...
If you want to test it, I would suggest a battle between some big peasant units, fighting the units 1v1 and timing the length of time to rout; then repeat giving each army a 10 star general. You should see a slower time-to-rout with the generals. In the end though 6 pts is not enough to make up huge troop quality differences, so don't expect to see miraculous differences." That was the command bonus for RTW- it appears if actual difference in defense carried over to MTW2 it is correspondingly only at most the above and probably less. In my experience it is quite difficult to tell if the bonus is due to slightly more defense skill (which wouldn't affect kills to missiles which would be the easiest test or a boost in morale but either way between equal units the side with lower command general has its units rout first."
The main principal of general command is this-
Command bonus for general affects units by maintaining units within the morale radius at 1 level higher than otherwise.
So for SS mod the mental stats as below would be 1 higher than otherwise when unit is in general's command radius. The command stars merely affect the size of the radius which is game is actually rather small- max size with 10 stars seems to be only 25-30 meters though if any part of the unit is within radius it receives the benefit. So basically a bit shorter than distance of javelins. Basically have to keep your general right in the middle of your army to ensure they receive morale bonus- in full stack armies usually they are too wide for that so general can support either wing or the center.
Impeteous (only when the unit's stat_mental is set to impeteous)
Eager
Steady
Shaken
Wavering
So if unit is normally wavering and about to break being within general's radius would raise the units morale to shaken and so on.
Command attribute of units is definitely not higher than 4 command stars in tests I've done. I'd guess somewhere around 1-2 command stars in radius where base is 10 meter and each command star gives +2 meters. So command attribute might be either exactly the same as general simply with range of only 12 meters around unit with that bonus... best thing then is to stretch really wide the unit with command attribute bonus to cover the most units. It might be a straight morale bonus as well, it is a bit hard to tell with only testing we just guess at most likely result but given that units who are shaken become steady when getting close to a command unit I'd guess it works similarly to command as generals just with much smaller radius.
There is a druid attribute which boost friendly morale and some other chant ability which lower enemy morale. Other mods like CoW use it for some hero, magical or dreaded units.
Last edited by Ichon; January 26, 2013 at 06:56 PM.
STAINLESS STEEL Historical Improvement Project (SSHIP) - v0.8.2 Beta released!
Recent AARs/Guides
Norway 180 turn SS/BGR AAR- http://www.twcenter.net/forums/showt...71#post8479471
Lithuania SS/BGR AAR- http://www.twcenter.net/forums/showthread.php?t=369607
1390 SS submod WIP
http://www.twcenter.net/forums/showthread.php?t=479539
Thank you for the replies. Then these standards serve well at gates,bridges and other choke points if there is no general present.
I have examined the EDU recently. How could I add druid attribute for a unit for testing? Can I simply write the word druid into the specified unit?
Try writing druid like this,
Code:attributes sea_faring, can_withdraw, druid, command
STAINLESS STEEL Historical Improvement Project (SSHIP) - v0.8.2 Beta released!
Recent AARs/Guides
Norway 180 turn SS/BGR AAR- http://www.twcenter.net/forums/showt...71#post8479471
Lithuania SS/BGR AAR- http://www.twcenter.net/forums/showthread.php?t=369607
1390 SS submod WIP
http://www.twcenter.net/forums/showthread.php?t=479539
It works but no animationI would like to add the amination too for a few pagan units. Is that possible?
You might have to unpack the game then.
http://medieval2.heavengames.com/m2t...er/index.shtml
http://www.twcenter.net/forums/showthread.php?t=96588
These are very similar, so someone copied someone else. Or someone posted in several forums under different names.
You don't need to delete the geography files: http://www.twcenter.net/forums/showt...2#post12388302