Results 1 to 6 of 6

Thread: Adding bonuses/penalties to formation abilities?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    SD_Man's Avatar Semisalis
    Join Date
    Apr 2013
    Location
    NYC
    Posts
    416

    Default Adding bonuses/penalties to formation abilities?

    I would like to add an accuracy bonus for the 'kneel fire' and 'rank fire' abilities as I feel they're a bit under-powered compared to 'all ranks fire,' how would I go about doing this? Similarly, if I wanted to add penalties to a formation such as 'wedge,' is it possible? Thanks to any quick responses.

  2. #2

    Default Re: Adding bonuses/penalties to formation abilities?

    Accuracy bonus is easy, just make a new projectile type with more accuracy than the default one and put it in the "activated_projectile" of db/unit_special_abilities tables.


    For other things, have a look of db/_kv_special_ability_effects, you can adjust the values list there. But it is impossible to add your own modifier, as there is no relate code in the game exe

  3. #3
    SD_Man's Avatar Semisalis
    Join Date
    Apr 2013
    Location
    NYC
    Posts
    416

    Default Re: Adding bonuses/penalties to formation abilities?

    Interesting development. Just some questions, what of the other column values? e.g. would I have to put anything for 'active_time,' 'recharge_time,' or 'can_autotrigger'?

    Also, I noticed that the 'suppression_fire' ability has a 'boshin_rifle_suppressive' projectile, will this affect anything? I have my units set to different projectile weapons (historical mod) so I would like to know if it changes anything.

    Lastly, you said that I would have to make a custom projectile but would I have to make one for every weapon? My units are set to different weapon projectiles so would I have to make a separate "kneel_fire_projectile" for each?
    Last edited by SD_Man; March 08, 2014 at 07:53 PM.

  4. #4
    Artifex
    Join Date
    Oct 2012
    Location
    Germany, Baden
    Posts
    1,284

    Default Re: Adding bonuses/penalties to formation abilities?

    Quote Originally Posted by SD_Man View Post
    Also, I noticed that the 'suppression_fire' ability has a 'boshin_rifle_suppressive' projectile, will this affect anything? I have my units set to different projectile weapons (historical mod) so I would like to know if it changes anything.
    Boshin_rifle is the minie rifle.
    Boshin_rifle_suppressive_fire is the projectile used for the useless ability "suppression fire". Too bad it can't be deactivated, but that's CA's modding friendliness in action.

    Quote Originally Posted by SD_Man View Post
    My units are set to different weapon projectiles so would I have to make a separate "kneel_fire_projectile" for each?
    As far as I know, it is not possible to have different kneel_fire_projectiles. After all, that would be logical and CA hates logic. They really don't want us to make historically correct mods.
    My Mod:
    Shogun II Total Realism
    A realism mod for Shogun II, Rise of the Samurai and Fall of the Samurai

  5. #5
    SD_Man's Avatar Semisalis
    Join Date
    Apr 2013
    Location
    NYC
    Posts
    416

    Default Re: Adding bonuses/penalties to formation abilities?

    Quote Originally Posted by Destin Faroda View Post
    Boshin_rifle is the minie rifle.
    Boshin_rifle_suppressive_fire is the projectile used for the useless ability "suppression fire". Too bad it can't be deactivated, but that's CA's modding friendliness in action.


    As far as I know, it is not possible to have different kneel_fire_projectiles. After all, that would be logical and CA hates logic. They really don't want us to make historically correct mods.
    1. I found a workaround to "remove" any ability, I'm assuming that you use 'rank fire': Go into 'unit_abilities' and there is a column called 'supersedes_ability; locate 'rank_fire' and in its column (supersedes_ability) enter 'suppression_fire.' This will make it so that any ability can be overruled and essentially made absent.

    2. Does this make my idea impossible, then? I really want to give 'rank fire' some use because even with 'all ranks fire' off, my US Marines can still outshoot any unit with 'rank fire' on.
    Last edited by SD_Man; March 09, 2014 at 10:17 AM.

  6. #6

    Default Re: Adding bonuses/penalties to formation abilities?

    During the 'active_time', your unit shoot "activated_projectile" instead of their default projectile.
    'recharge_time': is the minimum period that a unit must wait after using this special ability before they can attempt to use it again.
    'can_autotrigger': the special ability can be auto activated as soon as it can be used.
    If you don't care about everyone shoot the same projectile you can only make one new projectile which is more accurate than all default ones.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •