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  1. #1

    Default Need help with artillery modding

    I'm trying to drastically decrease accuracy of all artillery and long ranged weaponry, incuding Ballista, Onager, Scorpions and so on vs. infantry and cavalry but keep same accuracy vs. walls, gates and towers (preferably, if that's possible) plus increase damage like x2.

    I open rome_rome2.pack>db>projectiles_tables>projectiles with Pack File Manager but I'm not sure which parameters may be responsible for accuracy here. Any pointers? Can I pull this off with tweaking only projectiles tables or I need to edit some other DBs?

    Just to be clear, I have never modded anything for TW games so I'm a little lost here, but those laser-guided rocks and javelins are really got annoying. I can restrain myself from using Baillista vs. AI which destroys morale and half their army before than can reach me or use Scopions to kill their general and other tough units and rape their army afterwards, but when I meet AI with Arti's and I have non, well, that is hell... Still taking out this from the game is silly, instead using it in siege is the point, plus high damage - very low accuracy vs. infantry feels right too. Strange there are basically close to no mods like that, hope I can make one...

    Any tips would be appreciated.

  2. #2
    Morticia Iunia Bruti's Avatar Praeses
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    Default Re: Need help with artillery modding


  3. #3

    Default Re: Need help with artillery modding

    Doesn't work for me for some odd reason, subscribe and Mod Manager doesn't see it, neither I can open it in Pack File Manager, error pops up. Plus author says he didn't touch Scorpions but at least I could use it as ground work for my own tweaks, no idea why it might not work =/

  4. #4

    Default Re: Need help with artillery modding

    Play with:

    spread (self-explanatory. Can be used also to make scattershots if projectile_number is >1)
    marksmanship_bonus (self-explanatory)
    calibration_distance (in metres. Look calibration_area)
    calibration_area (the area in square meter a projectile aims, and the area guaranteed to hit at the calibration_distance range)

    For the units themselves, there are accuracy column in land_units
    Last edited by You_Guess_Who; May 17, 2016 at 06:16 PM.

  5. #5

    Default Re: Need help with artillery modding

    Thank you very much, that is very useful info. Spread wasn't clear for me, because each projectile has 0 value, so I wasn't sure if I should tweak it or not.

  6. #6

    Default Re: Need help with artillery modding

    Just a real quick question. I want to make a brand new artillery unit which has new name, new battle engine, new missile weapon and new projectiles. Apparently my game keep crashing whenever i change the missile weapon column in the battlefield_engines table. Any idea? feel like i am missing a table

  7. #7

    Default Re: Need help with artillery modding

    i think the best way how to achieve this would be to remove all accuracy from artillery, and only use calibration distance and calibration area. high accuracy is usually working agaisnt moving units, but with ancient artillery its quite obvious that tracking a moving unit would be practically impossible for typical stone throwers. (that should be role of bolt throwers..)

    So, for decent accuracy against walls, just assign calibration distance to 50-75% of max range, and calibration area should be not too big, otherwise a lot of stones will fly over walls too often... also make sure you are not using bonus_infantry, bonus_cavalry or elephants. These add also to accuracy, so they practically make projectile also more likely to hit that type of unit..

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