Taram Chalco-Elizabeth Westcliffe- Kesaris - Erika Homewood - Kalian Benton Galhansen
--The Infinite Notebook of Perpetually Unfinished Squirrel Sketches--
I was investigating the special characteristics of both the Sheikah and the Wizzrobes and all I managed to obtain was just the code from campaign_script when I was looking at it previously. I believe that the Wizzrobe conversion works because I was able to take Vigjaro without angering Hyrule, so I was wondering why that works and Sheikah "gifts" in Shadow Stance doesn't.
After I was finished with my Darknut Campaign, I was going to test these unique traits further while recording my progress. For the Sheikah, I have yet to test leaving a settlement completely empty (no garrison) to see if that will allow the transfer to Hyrule. I also wished to replicate my success with the Wizzrobes with Vigjaro and test if I could take other territories by conversion.
The code for both traits seem to be present in campaign_script; the question is if they actually work. I have two segments of code in the following spoiler, one for each faction, for comparison. I hope these findings may prove to be useful.
Spoiler for Code Findings:
Dammit!, i should have tested that code before making my own. I was almost going to say that I found a way to do it (I was working on a code before this post), but I asked myself if I really find anything new and then tested taking the ";" of the original script; and it works, Perfectly!, I feel like I just wasted my time.
Here is my code, just to feel myself better:
[obviously the code repeats for every settlement in the game]Spoiler Alert, click show to read:
So, the only difference is that I use more counters and that my code only works for the sheikas played as the player..., and that I leave a town guard in the settlement for the hylians (not so complicated to add in the original). Maybe I should make the settlement that were captured by sheikahs and then passed to the hylians in shadow stance be recaptured when passing to death stand; it would be OP as hell.
So because in all the sheikas and the wizzrobe code that has a ";" in every "; faction_emerge herooftime hylian 1 400.0 0.0 1.2 town true" are canceling them, the sheikas settlements gifts and the wizzrobes taking cities by rebellion, because of something. So my question is: why is ";" there? why cancel the effects ? It seems that works perfectly, why take it from us?
EDIT: maybe It should be tested with every settlement and every faction to prove that works, but there are like 26 factions and 107 settlement I think, and for the sheikahs and for the wizzrobes. It would take a lot time.
Last edited by fernavliz; February 25, 2014 at 07:58 PM.
I still don fully understand the codes, but it seems that somewhat the settlement gets the minimun possible public order then with the command "faction_emerge herooftime sheikah " it emerges a new faction and then with another code they pass everything that has that faction(herooftime) to the one you want to have. I´m working on a script that Might work but only with the sheikahs, because this faction is not required to have settlements for themselves in shadowstance.
[/QUOTE]Spoiler for Code Findings:
Maybe it will work if the ";" from "; faction_emerge herooftime sheikah 1 400.0 0.0 1.2 town true " is errased. Having it there will not execute the command that will make the settlement rebel and become that intermediate faction that then will give everything to the hylian. I don´t know why is it there, maybe it causes problems?
Hero of Time seems like an odd name for a faction.
So here's a good one: do certain unit abilities like "schilitron" or "shield wall" actually increase combat effectiveness? Is unit cohesion at all relevant in this mod's combat system? I've been experimenting, but I honestly can't tell.
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I can't say to have actualy tested this, but both abilities seem to vastly increase survivability in melee (Zora Infantry in Schiltrom last forever given their statline, and Labrynnian Palace Watch do last comparatively longer in close quarters).
In addition, the mere relative location of each model means the abilities have another factor. Schiltrom generally has its members facing outward, meaning a flankign force runs into soldiers facing their way and so can't circumvent defences as much. Both formations are also tightly packed, meaning ranged attacks have a better hit chance, but also the tighter formation means there's more men (or women, or fish, or rocks, or plants....) per ten yards (which technically acts as outnumbering the more sparsely arrayed attacker).
Taram Chalco-Elizabeth Westcliffe- Kesaris - Erika Homewood - Kalian Benton Galhansen
--The Infinite Notebook of Perpetually Unfinished Squirrel Sketches--
Both formations are highly effective against a frontal cavalry charge. Do keep in mind though that Shield Wall is still highly susceptible to flanking. Schiltrom formation is the worst thing for cavalry to charge dead into, but I also use it in city defenses to create as much of a barrier with as little space taken up as possible so that the archers in the back can still fire effectively at their targets. The problem with this formation is that enemy archers will do a lot of damage to this cluster, as will artillery if they get a lucky shot off. Not to mention that both formations do restrict maneuverability.
Now with this mod in particular, some units may not be as effective with Schiltrom as one would think. For example, the Mudmen of Faron will probably still have problems. They'll kill their enemies, but their low defense and morale makes them quite vulnerable targets, especially against targets with high mass *cough* Goat Lords *cough*. Even against Light Cavalry, it becomes a trade-off if you're not in a city choke position. So yes, it matters in this mod, but you have to take into account the individual unit's weaknesses when applying it.
West:Foranar- Azurita -The Redeemer- Sinteiria - Sakotae the Guardian (Tavia) - Saleria
East:Nerise- Kiril
At least unit cohesion is very important. I have bad experience of foolhardy darknut soldiers marching ahead of their formation in battle and dying fast from the vast amount hits they get from all sides. Schiltron gives unit a ball-like formation, which effectively means, that when stationary, it can't be attacked from the rear or flanked. It can, however, be surrounded without immediate risk of peril and thus is able to form a wall with holes for gunners to use, while stopping any closing enemy. That is, of course, if the enemy does not try to flank it or if you don't place the schiltrons too close to one another. Schiltron is not an effective killer and has relatively limited uses, but nice to have. There just isn't too much powerful spearmen in HTW, so it can be hard to utilise the most common schiltron tactics.
Shield wall is effectively very close formation, which can cover much less area, but in return fares far better in melee. Basically if shieldwall was 2 times tighter than the normal formation, it would mean that animations-wise there would be 2 guys fighting against 1, which helps pretty much. That does not make shieldwall totally overpowered , or even speed the killing up so much. Most of all, shieldwall to my experience seems to be a strong, defensive formation that simply protects your own soldiers making their casualties lower. Units in shieldwall, using less space and offering narrower front, are more prone to flanking or rear-attacking than units not in shieldwall.
Combat system is essentially the same as with M2TW: Kingdoms, but with all kind of unit stats and animations reworked and replaced. I can of course be wrong, and if I am, please tell it.
Thanks all.
Ah, mass, its such a strange thing in this mod. It make dodongos much more powerful than their stats would suggest. Many so-called "cavalry" in this mod behave more like other mods' elephants when you get right down to it. In retrospect, that would explain my homeguards getting trampled even in in schilitron. So a shieldwall would create local numerical superiority? That's also good.
I suppose this leads to another question. Is there any benefit to be gained from moving troops in an Alexandrian manner in this mod? Sure, just throwing anybody at the enemy as your anvil an dthen hammering with your cavalry porduces results no matter what, but I'm asking if spearmen hold any higher survivability over swordsmen when used in the "sheildwall" or "schilitron", and not against cavalry. Example: I'm Labrynna. I've torn apart all that I can with my gunner posts and cannons. The city is on fire and I have a clear path to the city center, which is where the surviving blob of enemies has taken up residence. Should I: A. Proceed with Palace Watch and Homeguards right up the gut, utilizing their formation abilities, then flank around the side with my Knights of Ambi and any other non-spear units. Or should I B: Attack using the same flanking maneuvers, but the unit composition doesn't matter.
Obviously, in both scenarios, I have a few crossbows in the rear shooting overhead. I ask because I wonder if this mod makes the distinction between "spear" and "assault" infantry. For instance, in Europa Barbarorum, I would endeavor to first pin the enemy down with dense spear units like Greek Hoplites( basically, the popularized image of the phalanx) or even better, some kind of Phalangitai(Alexander's pike phalanx). These units possessed superior defense and were rather tough to kill from the front, though they lacked killing power. They would only whittle away the enemy over time, though taking few casualties themselves. They were your "tanks". Then, I would strike with either cavalry or assault infantry on the flanks. In a field, I'd go with cavalry while the more mobile infantry guarded the flanks of the phalanx, but in a city, the alleys meant that the phalanx had no flanks to exploit and it was time for the mobile infantry to do the flanking.
Now, am I in the wrong mindset here? Do both spear units and their sword/mace/axe counterparts possess the same "lethality" in a flanking maneuver? Do both bring the same stability to a solid battle line? Is the only advantage of a spear in its bonus against cavalry? Am I overthinking this?
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I think the spears used in this game, and M2TW in general, are too short to be used in that way. I get the impression that it's used like any other weapon (in close combat, rather than at a distance that minimises casualties), with the only difference being that it's more effective against cavalry.
In terms of mass, I think almost every cavalry unit in this game is larger and bulkier than a horse. You have Dodongos like you mentioned, Bigocto Riders, Helmasaur Riders, Battlecrabs, those Bulblin Boar Riders, maybe Goat Lords (although I haven't used them), and even Moldorm Riders. The size of the mounts alone is enough to significantly disrupt enemy formations.
I think some infantry units are a bit lacking in bulk though. Especially Darkhammers, they're several times larger than an Ordonian Farmer (for example), are fully equipped with plate armour, and are strong enough to carry 2 hammers. They should have more of an effect when charging than just possibly killing the guy they hit, realistically they would send him flying into the men behind. I can't think of any other examples right now, but I'm sure there are some.
As I mentioned in my comment, schiltron is not especially effective in infantry combat, other than stopping them and giving ranged units more time to act. However, shieldwall fares better against both infantry and cavalry. Shieldwall quite simply protects your own units so that while enemies don't really die much faster, the rate of your own men dying is much lower. I would certainly use it, if formation is not under heavy fire or at risk of being flanked.
As to your thoughts about spears, Brihentin13 you're not wrong. The problem is, there is only one unit in the game, that utilises the pike formation, that truly is used to pin the enemy down, as you said. Unit is Ironclad elites from the KoH, and very high-grade unit and thus it is hard to get your fingers to it early enough in game. As this game does not use pike or halberd animations really much, you should think spearmen as usually cheap soldiers able to hold their line for a while in melee, and best used to counter cavalry or to cover the archers. There are some expections like Ironclad elites, who truly are powerful enough to be thrown against most units and emerge victorious. As sad as it is, those "tank units" have all but disappeared in this mod. Your idea was still not wrong, and given the opportunity, I would much rather defend the line with spearmen and send a shock unit like swordsmen to flank, than do it the other way.
So shortly, if attacking enemy infantry with your spearmen and there are special formations available, I would recommend to use shieldwall, but schiltron only very rarely, when you expect the unit to be surrounded by enemies for a while. It is not a good attacking formation. And while animations only have some part in the number-crunching the computer does, the animation speed is one thing that makes significant difference. The best example is 2-handed swordsmen, like Hylian infantry. Their animations are slow, which means that they may have harder time defending, while their shock abilities are quite good.
A quick question, is it possible to edit the files so that you can choose which hero can become the actual leader, instead of a conventional general?
Last edited by fernavliz; February 27, 2014 at 04:32 PM. Reason: I forgot something
I take it you mean faction leader and not just on the battlefield, right?
So here's a good question, will the damned gorons be nerfed whenever Neph gets to unit balancing(which is a long way off, I know)? Every game seems to revolve around me dealing with the red menace. I either have to zerg rush them early or bring an obscene amount of troops to death mountain later, because they will come rolling down at me eventually, usually with stack after endless stack of troops. They're not fun to fight anymore, just a pain. Sure, they're not invincible or game breaking, but I've gunned down more rock men than I can count, and I wish they'd just go away so that I can enjoy fighting the other factions.
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Taram Chalco-Elizabeth Westcliffe- Kesaris - Erika Homewood - Kalian Benton Galhansen
--The Infinite Notebook of Perpetually Unfinished Squirrel Sketches--
hey how do I turn normal units, generals, and heroes into mercenaries, and how do I add them to be recruit at bars. also I need to know how to add slave units from conquer factions to yours.
I´m not going to give all the answer but rather show you the way for you to take (or i will try at least). There is a file called mercenaries.txt located in ...\Medieval II Total War\mods\Hyrule\data\world\maps\campaign\imperial_campaign . You will see something like this:
Spoiler Alert, click show to read:
If you notice, the units tokay are available for everyone in that many regions; The subrosian ones have a "events { merc_subrosian }", it is there so they are not recruitable by everyone. These events have conditions that are met in the file "campaign_script.txt" that is in the same folder. look for the lines 21308 to 21419. I have not read these lines yet, but it somehow sets the events counters to 0 if a faction is not supposed to be able to recruit that unit.
And now, for heroes, like malon for example, you have to script them in like four files I think (in any order anyway). First you need to have a unit to be able to recruit in mercenaries.txt:
Spoiler Alert, click show to read:
Notice that it says "unit Malon", and it is a unit with their respective army that exist and the respective officer, And it must exist in the file "export_descr_unit.txt" located in Medieval II Total War\mods\Hyrule\data (like any other units, like town_guards, marauders, etc...). If you want it to have a fashion way to recruit, with greeting message and spawning in any place you want, you should learn how to use the command script "spawn_army" and "historic_event" (I tried to explain that in other post). Here is how it was originally done (campaign_script.txt, lines 21420 to 21566):
Spoiler Alert, click show to read:
Having that solved, you will need to add the hero in the faction and in the models for the faction that will be able to recruit that hero. In the file "export_descr_unit.txt" you will have to add to the existing unit something like this:
Notice that next to "ownership" it need to have the faction that will be able to recruit the unit. It also need to have an attribute called "mercenary_unit".Spoiler Alert, click show to read:
Then you must look for the file "battle_models.modeldb" located in Medieval II Total War\mods\Hyrule\data\unit_models to add the model of the unit/hero that has the previous faction to add it to the other faction that will make it available to recruit. I have not done this so I am not sure if thats all you need to do. Better check this tutorial before doing anything:
http://www.twcenter.net/forums/showt...nother-faction
So yeah, to have anything cool you have to work it out. Backup anything and check in the forum of tutorials before trying. who knows how many more things are needed?
EDIT: in the tutorial I mentioned, the file "battle_models.modeldb" has adjusted text so it is more readable. The file you will see will have more disorder but it will still have the same information (okay, not the same units, but the same order of things).
EDIT2: to make units to be recruited with bars, you have to locate the building in the file export_descr_building.txt located in Medieval II Total War\mods\Hyrule\data ; and you will have to add them in the building capabilities. An example from the original file of recruited unit from the animal den:
About the thing that allows you to recruit units from a defeated faction, see the lines 21230-21306 from campaign_script.txtSpoiler Alert, click show to read:
Last edited by fernavliz; March 02, 2014 at 01:36 AM. Reason: I forgot to mention something
Apani already has a submod that has nerfed the gorons quite a bit. Before hylian infantry would always get merced but they can actually win with Apani's submod. Here is a link to the thread: http://www.twcenter.net/forums/showt...TW-Real-Combat