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Thread: A little help on reload times?

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  1. #1

    Default A little help on reload times?

    Answer :
    Spoiler Alert, click show to read: 

    Working out ShotsPerMinute using Velites firing projectile javelin_normal.
    projectile base_reload_time (seconds)
    unit reload (percentage modifier)
    actual reload time (seconds)


    (base_reload_time = 9) 100% - 0% = 100% ~ 9 | 60/9 = 6.66 | rounded = 7spm
    (base_reload_time = 9) 100% - 90% = 10% ~ 0.9 | 60/0.9 = 66.66 | rounded = 67spm (1000% or 10x base spm)

    SPM = 60 / (b / 100(100 - r))




    I'm trying to change them, I'm testing with Velites but nothing makes sense.

    Using the "reload" field in the "land_units_tables" table set. If it makes any difference I'm playing with the DEI mod files and my mod is ordered above DEI in Mod Managr.

    number entered and shots per minute in-game :
    8 = 3s/m
    30 = 4s/m
    100 = 13,648 s/m ??

    Edit:
    Vanilla Rome 2 test results
    javelin_normal "base_reload_time" = 9
    Velites "reload" = shots per minute
    0 = 7
    6 = 7
    10 = 7
    20 = 8
    30 = 10
    40 = 11
    50 = 13
    60 = 17
    70 = 22
    80 = 33
    90 = 67
    100 = 13,648
    Last edited by Mavrik347; March 02, 2014 at 01:15 PM.

  2. #2

    Default Re: A little help on reload times?

    Open up projectile_table. In there you will find reload time for every missile.

  3. #3

    Default Re: A little help on reload times?

    So how does that work in with the unit reload time? It doesn't appear as straight forward as say :

    Javelin = 5, Velites = 5 } = 10. (60 seconds in a minute) So 6 rounds per minute.

  4. #4
    crzyrndm's Avatar Artifex
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    Default Re: A little help on reload times?

    Unit reload time is a function of the projectile reload time ( P * Fn(U) ).

    The same projectile can be used by many units. The base time (from the projectile) is approximately the maximum time between shots (I say approx because it's not 1 unit:1 second, 30 is not 30 seconds). The value for the unit is a per unit modifier for tweaking on a per unit basis.

    My guess as to the scaling from the data you provided is that unit reload is a % scalar of the time between attacks. The problem being the quoted value you're seeing is the inverse (1/(time to reload) is proportional to spm) of that making it appear more complex than it actually is.

    0 = 100% of projectile time = 0% change in spm
    10 = 90% of projectile time = 11.1% change in spm
    90 = 10% of projectile time = 1000% change in spm
    100 = 0.0000000000001% = 999...999...999% change in spm
    Last edited by crzyrndm; March 02, 2014 at 01:59 AM.
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  5. #5

    Default Re: A little help on reload times?

    What your saying makes sense but I'm struggling to get your numbers. :/

    For example on 10, how are you getting 11.1%?

    Edit :
    I think I got it?
    projectile base_reload_time in seconds
    unit reload percentage modifier
    actual reload time in seconds

    (base_reload_time = 7) 100% - 0% = 100% ~ 7 | 60/7 = 8.57spm
    (base_reload_time = 7) 100% - 90% = 10% ~ 0.7 | 60/0.7 = 85.71spm (1000% or 10x spm)

    spm = 60 / (b / 100(100 - r))


    Edit 2 :
    Must be wrong because 60 was 17spm but using these working it should be 21spm.
    60 / 3.5 produces 17.
    Way off the 2.8 produced by the above formula when working out "reload" as 60.

    I added more data, I'm stumped.

    Edit 3 :
    I'm so stupid, I was using the lowest spm as base_reload_time! We were right
    Last edited by Mavrik347; March 02, 2014 at 01:02 PM.

  6. #6

    Default Re: A little help on reload times?

    I don't get it.

    Do I have to change the values up or down to get more shots? In the projectiles_tables? Base_reload_time? I'm trying to fix that underpowered bastion issue.

    Thanks guys

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