As the title says: i don't want to modify all units' stats, i guess i can achieve a good result changing some values in _kv_rules, but...wich values i need to modify?
As the title says: i don't want to modify all units' stats, i guess i can achieve a good result changing some values in _kv_rules, but...wich values i need to modify?
Projectiles table is probably a better idea. The values are significantly easier to understand and have less deprecated entries.
effective (max) range, minimum range, muzzle velocity, damage, ap damage, base reload time, and bonus vs. "X" are all relatively self explanatory.
Accuracy is controlled by calibration_ distance & area. Larger distance or smaller area increases accuracy and vice versa (linear relationship, doubling one and halving the other will make no difference so only alter one)
Penetration is the number of soldiers the projectile can pierce (no entry = 0, low = 1, medium and high are both just a lot with high probably having no limit)
Marksmanship bonus is additional accuracy stat the unit will gain for using that projectile on top of it's inherent accuracy stat
To quickly alter multiple entries, select all the relevant entries, right click, apply expression to selected cells. If you want them all to be the same value then just enter the value. If you want to enter an expression based on the current value, the character 'x' represents that value in the expression (eg. x/2 would reduce all selected entries by 50%). Just make sure to correct decimal values in entries that make no sense (eg 0.5 damage won't work. It must be 0 or 1)
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
Thank you, very usefull![]()
but that is not kv_rules but projectile table..
for kv_rules you have several values to play with, important ones are:
missile_range_lethality_modifier - constant used to determine ranged lethality of projectile fired within effective range
missile_saving_bonus_base - basic saving bonus to which shields and armour bonuses are added
missile_saving_bonus_coefficient - the sum of the armour and shield bonuses are multiplied by this value.
missile_shield_piercing_coefficient - multiplied by shield value during missile damage resolution
projectile_calibration_target_area - area of calibration target in square metres
projectile_damage_accuracy_multiplier - Multiplier to attacker accuracy (core marksmanship) before adding to kill chance
projectile_damage_armour_divisor - divisor for armour stat subtraction from kill chance
projectile_damage_base_multiplier - base multiplier to projectile damage (kill chance) before applying other modifiers
projectile_damage_defense_divisor - divisor for defence stat subtraction from kill chance
projectile_damage_distance_multiplier - multiplier applied to distance/range for subtraction from kill chance
projectile_damage_shield_divisor - divisor for shield stat subtraction from kill chance
and few more. anyway, these values are a bit tricky. usually divisor values divide the subtraction, therefore smaller values increase the resisntance, while multipliers might either increase damage or reduce it based on what they multiply.. so some testing is required to find optimum values.
It’s better to excite some and offend others than be bland and acceptable to all
Creating a mod.pack with PFM - Database Table Fragments
Thanks JaM, your informations will be very usefull to me too. So, for example, in order to increase shield's protection against missile weapons i have to lower projectile_damage_shield_divisor entry, right?
Last edited by Cesco; October 23, 2014 at 05:51 AM.
Yes, lower divisor increases the final shield resistance.