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October 21, 2013, 06:16 AM
#1
modding for unit rotation?
Are there any potential values that I can manipulate in order to decrease the amount of rotation when units are engaged with multiple AI enemy units, it seems to have become worse since patch 5. I did create my own mod, however, this only changed fatigue values and hit chance values, I'm sure that would have no effect on such an issue. Also I noticed a bug where a single barbarian soldier was holding thin air instead of a sword, could this be a bug associated with my own mod? Any ideas on either of these chaps?
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October 21, 2013, 09:10 AM
#2
Re: modding for unit rotation?
only thing possible right now is to remove formed attack from these units, which will cause them behave more like barbarian units, anyway that also means they will have a problem actually keeping the formation intact.
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October 21, 2013, 10:21 AM
#3
Re: modding for unit rotation?
I think you are right, I tried decreasing some of the penalties for attacking units on the flank and rear to 0, in a hopeful attempt, so that perhaps units are encouraged to engage frontally and therefore rotation is not needed. It seemed to help in the one battle I tested, but I think this was an anomaly. I have found that different battles can range quite widely in how badly combat is effected by this rotation business. However, I do not want to change it, it just seems completely wrong that a Roman unit should not fight in formation. Perhaps we shall just have to keep our fingers crossed for future patches.
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October 21, 2013, 10:22 AM
#4
Re: modding for unit rotation?
I think you are right, I tried decreasing some of the penalties for units being attacked on the flank and rear to 0, in a hopeful attempt, so that perhaps units are encouraged to engage frontally and therefore rotation is not needed. It seemed to help in the one battle I tested, but I think this was an anomaly. I have found that different battles can range quite widely in how badly combat is effected by this rotation business. However, I do not want to change it, it just seems completely wrong that a Roman unit should not fight in formation. Perhaps we shall just have to keep our fingers crossed for future patches.
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October 22, 2013, 05:48 AM
#5
Libertus
Re: modding for unit rotation?
I noticed that phalanx formation don't cause unit to rotate..
We can try to create a custom "guard mode button" by creating a new unit ability that causes unit to behave like phalanx, but without other phalanx benefits
1. Make new unit abilities in unit_special_abilities_tables
2. set the value for "active_time", "recharge_time", "num_uses", etc to -1 (just like other formation special abilities)
3. Assign "pike_phalanx_formation" in column "assume_specific_behavior"
4. Make new special ability phase with no effect
Anyone know how to assign UI things, like button, name, tooltip, etc?
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October 22, 2013, 06:47 AM
#6
Re: modding for unit rotation?
Also reducing maneuverability of unit in battle entities might do the trick probably.. but needs to be tested.
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