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Thread: Finding the Berserk attribute values

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  1. #1

    Default Finding the Berserk attribute values

    I've been trying to figure out what really happens when a unit goes berserk and what triggers it.
    It would seem that the ability triggers very often when the berserkers are chasing and mowing down routing units. The berserkers then get a morale boost, melee attack boost and all previous fatigue gets ignored.
    Additionally, I get the impression that the berserkers get increased knockback/knockdown chance.

    Is there a way to actually find and edit these added (numerical) values in PFM?

    My wish is to kinda replicate the silly berserker effect that existed in Rome 1. So far I've tried adding mighty_knockback to the unit, increased the mass, height, width in an attempt to actually copy Rome 2/Attila's elephant shockwave effect (with unfavourable, generally hilarious results). Also my intention is to actually add a button that triggers the berserk ability. Which is why I'd like to know its threshold.

    Thanks, in advance!

  2. #2

    Default Re: Finding the Berserk attribute values

    There are two areas for attributes that I found

    land units to units abilities junctions table

    Unit attributes to group junctions

    What I did was add my own group to the
    Unit attribute group table and then
    added the ability to that group other wise it affects to many units

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