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Thread: Editing Naval tables

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  1. #1

    Default Editing Naval tables

    Hello, has anyone had success in editing the naval_unit tables? Whenever I do the game freezes on startup. I can't find any duplicates in the DB, but then again I don't know an efficient way to look. It's really bothering me, I want to increase non-transport action points. Anyone found any workarounds or solutions? Can't find anything searching here or google.

  2. #2
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Editing Naval tables

    hmm, idk what's the problem but there is a way to increase general Naval movement by stance effects

    But I guess it will also increase the movement of land armies in the sea (transport ships that is) thou you have a chance to not apply that for Nomadic factions
    Last edited by SharpEyed; May 30, 2015 at 02:50 PM.

  3. #3

    Default Re: Editing Naval tables

    What are you trying to change?

    Are you trying to make non transport naval units (i.e dromons) move further on the campaign map? Did you edit the campaign_action_points in the naval_units table? Is that what was making the crash?

    If you could be more specific to what you changed, and to what we might be able to tell you why it doesn't work?

  4. #4

    Default Re: Editing Naval tables

    Quote Originally Posted by BladeUK View Post
    Did you edit the campaign_action_points in the naval_units table? Is that what was making the crash?
    That's it exactly, and there's another thread on this forum with no responses that claims that nothing in that table can be changed without the game freezing, which seems true to me. I specifically changed all non transport values to a few different values, all of them causing the game to freeze on the splash screen.

    I'm considering trying to update the naval default stance to include a movement boost, but there doesn't seem to be a default naval stance in the effects bundle table, only an army one. And of course that would boost transport speed as well, but maybe that's better than nothing. I'm also thinking of removing the negative effects of double time and just using that, but then I'm not sure if the AI will benefit as well. My goal is generally to increase the speed of navies, and particularly to make them capable of defending against naval invasions, which they can't really do now due to too low of a speed, and a small zone of control.

  5. #5
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Editing Naval tables

    Quote Originally Posted by Nestle View Post
    I'm considering trying to update the naval default stance to include a movement boost, but there doesn't seem to be a default naval stance in the effects bundle table, only an army one. And of course that would boost transport speed as well, but maybe that's better than nothing. I'm also thinking of removing the negative effects of double time and just using that, but then I'm not sure if the AI will benefit as well. My goal is generally to increase the speed of navies, and particularly to make them capable of defending against naval invasions, which they can't really do now due to too low of a speed, and a small zone of control.
    ah right, there isn't default stance for navies, not visible anyway..

    but I guess there is one more way

    combine these too (like this "att_effect_force_navy_campaign_movement_range") and increase the navy movement range, I hope it will work

    but remember you must do 5 of them if you gonna do it for player only, otherwise 10 of them
    and for AI easy difficulty is -1 and goes throu 3 (legendary), for player easy difficulty is 1 and goes throu -3 (legendary)

    Click to view content: 

    (movement range one is for prologue, dont include the "pro_attila")


    Last edited by SharpEyed; May 30, 2015 at 03:16 PM.

  6. #6
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Editing Naval tables

    might seem a bit confusing, same for me still

    also I might include this in my overhaul later, not a bad idea afterall

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