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June 24, 2016, 01:03 PM
#1
Civis
Replacing skills for certain characters?
Hey folks,
I want to be able to swap out the two combat skills in the Empire captain champion chain for buff skills, probably Rally and Stand your Ground.
What would be the easiest way to make this change without also changing the line for characters of other races? Would I need to create a new skill line that only the captain uses?
Secondly, could anyone spell out the exact connection between the various skills tables? I'm having trouble mapping out exactly where an entry would need to be altered.
Any help is very much appreciated. Thanks!
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June 24, 2016, 09:13 PM
#2
Civis
Re: Replacing skills for certain characters?
Alrighty, quick update.
So I've managed to add the "Rally!" skill to the Empire captain by creating a new skill. The skill is laid out in character_skills. In character_skill_nodes I have laid out the skill so it can be used by the empire, kislev, and TEB captains. In character_skill_level_to_effects_junctions I set up so that selecting the skill gives the captain the Rally ability in battle, and levels up his action chances as per normal skills. Finally, in character_skill_level_details I set up when you can unlock it... but it looks like I'm missing two columns? In DAVE, there's also "localized name" and "localized description" but these are not showing up in PFM.
So it's technically working. An Empire captain can put a skill point into it and then use Rally in battle, but the actual skill in the skill tree is still blank.
Does anyone know what I am doing wrong? Thanks!
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June 25, 2016, 01:25 AM
#3
Civis
Re: Replacing skills for certain characters?
For the tooltip to show up you need to edit the .loc file character_skills which is contained in the local_en.pack and create the new entries for your skill.
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June 25, 2016, 09:10 AM
#4
Civis
Re: Replacing skills for certain characters?
Ohhh, thanks!
Another question! I want to make the warrior priests self-buffs into aoe buffs. I figured it would be simple, but I'm getting crashes at startup. Any idea of what I might have missed?
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June 25, 2016, 09:25 AM
#5
Civis
Re: Replacing skills for certain characters?
What did you change so far?
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June 25, 2016, 02:13 PM
#6
Civis
Re: Replacing skills for certain characters?
Aha, I think I've got it.
Thanks!
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June 25, 2016, 03:18 PM
#7
Civis
Re: Replacing skills for certain characters?
You're welcome. If you need something else, feel free to ask.
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June 26, 2016, 02:35 PM
#8
Civis
Re: Replacing skills for certain characters?
Woot. Any way to add a unit cap per army? I'm trying to get tabletop-style army composition going on. However, once you've unlocked longbeards for example, dwarf warriors are totally obsolete.
I'd like to be able to limit stacks to a certain number of high-tech units. Is such a thing doable? The only limits I'm able to find are global.
edit: Oh! One more thing. Is it possible to set some units up in such a way that them routing does not affect friendly morale? Orcs for example in tabletop never have to take panic tests caused by goblins fleeing. They simply expect the puny weak gobbos would run away. I'd love to set something similar up in TWH. Is such a thing doable?
Thanks!
Last edited by Rhavanna; June 26, 2016 at 02:49 PM.
That's Numberwang!
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June 27, 2016, 09:28 AM
#9
Civis
Re: Replacing skills for certain characters?
Check out this thread for your first question:
http://www.twcenter.net/forums/showt...otal-Warhammer
I didn't read all of it, but it seems to work. Back in RomeII you could implement a selfmade lua script to implement the unit per army cap, but I didn't really see the necessity to try that for TWW yet.
Hmm, your second question is a very interesting thought. I haven't tried yet if it's possible to change the way anti-morale-loss abilities (e.g unbreakable / immune against fear & terror) work and if you could somehow change them to routing friends. My first guess is that it is not possible.
What definitly works is either to completly remove the penalty for routing friends, which can only be done for every faction though (kv_morale) or give orcs the unbreakable ability, so they would be immune against all morale modifiers. Alternatively you could increase the orcs leadership value a bit to compensate for the morale loss due to routing friends.
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June 27, 2016, 10:43 AM
#10
Civis
Re: Replacing skills for certain characters?
Yeah I took a look at that thread. It certainly seems like a decent starting point, but I was hoping to be able to put army-specific caps instead of campaign-wide ones.
Oh well, it'll have to do. I'll implement something like that in my mod.
And yeah that's what I figured. No luck on unit-specific morale ignoring. I certainly don't want to make orcs immune to morale lol. I was just hoping they could not be bothered by puny weedy gobbos fleeing!
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June 27, 2016, 10:52 AM
#11
Libertus
Re: Replacing skills for certain characters?
well, i don't know if this is any help at all - and it might actually be a waste of time - but there's a unit attribute/effect called disciplined that makes units ignore the morale penalty for their commander dying. if yeh could mod in a new effect sorta based off that but instead they don't care about certain units routing, might work. i'm not sure it's even possible tho and it prolly sounds easier than it actually is to do.
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