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Thread: How to make a berserker unit (tut)

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  1. #1

    Default How to make a berserker unit (tut)

    its rather simple, only 2 things are needed (actually one)
    note: you will be editing the export_descr_unit.txt file located in your data folder

    lets take the simple peasant, now add drugs

    Code:
    type             Peasants
    dictionary       Peasants      ; Peasants
    category         infantry
    class            light
    voice_type       Light
    banner faction   main_infantry
    banner holy      crusade
    soldier          Peasants, 60, 0, 0.8
    attributes       sea_faring, hide_forest, can_withdraw, is_peasant, peasant
    formation        1.2, 1.2, 2.4, 2.4, 6, square
    stat_health      1, 0
    stat_pri         4, 0, no, 0, 0, melee, melee_simple, piercing, spear, 25, 0.6
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  0, 3, 0, flesh
    ;stat_armour_ex   0, 4, 0, 0, 3, 0, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        2
    stat_ground      1, -2, 3, 2
    stat_mental      1, low, untrained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 110, 90, 65, 50, 110, 4, 20
    armour_ug_levels 0, 1
    armour_ug_models Peasants, Peasants_ug1
    ownership        england, france, hre, denmark, spain, portugal, milan, venice, papal_states, slave, normans, saxons
    era 0            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
    era 1            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
    era 2            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
    ;unit_info        4, 0, 3
    (blue is what section will be changed)
    now you really only need to change the mental but, adding warcry makes berserker activatable whenever you want, simpley change to this

    Code:
    type             Peasants
    dictionary       Peasants      ; Peasants
    category         infantry
    class            light
    voice_type       Light
    banner faction   main_infantry
    banner holy      crusade
    soldier          Peasants, 60, 0, 0.8
    attributes       sea_faring, hide_forest, can_withdraw, is_peasant, peasant, warcry
    formation        1.2, 1.2, 2.4, 2.4, 6, square
    stat_health      1, 0
    stat_pri         4, 0, no, 0, 0, melee, melee_simple, piercing, spear, 25, 0.6
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  0, 3, 0, flesh
    ;stat_armour_ex   0, 4, 0, 0, 3, 0, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        2
    stat_ground      1, -2, 3, 2
    stat_mental      1, berserker, untrained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 110, 90, 65, 50, 110, 4, 20
    armour_ug_levels 0, 1
    armour_ug_models Peasants, Peasants_ug1
    ownership        england, france, hre, denmark, spain, portugal, milan, venice, papal_states, slave, normans, saxons
    era 0            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
    era 1            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
    era 2            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
    ;unit_info        4, 0, 3
    (red equals whats changed/edited)
    turns out the warcry ability is still in the game

    before i figured this out i did it another way, like so:
    Code:
    type             Peasants
    dictionary       Peasants      ; Peasants
    category         infantry
    class            light
    voice_type       Light
    banner faction   main_infantry
    banner holy      crusade
    soldier          Peasants, 60, 0, 0.8
    attributes       sea_faring, hide_forest, can_withdraw, is_peasant, peasant, can_run_amok
    formation        1.2, 1.2, 2.4, 2.4, 6, square
    stat_health      1, 0
    stat_pri         4, 0, no, 0, 0, melee, melee_simple, piercing, spear, 25, 0.6
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  0, 3, 0, flesh
    ;stat_armour_ex   0, 4, 0, 0, 3, 0, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        2
    stat_ground      1, -2, 3, 2
    stat_mental      1, impetuous, untrained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 110, 90, 65, 50, 110, 4, 20
    armour_ug_levels 0, 1
    armour_ug_models Peasants, Peasants_ug1
    ownership        england, france, hre, denmark, spain, portugal, milan, venice, papal_states, slave, normans, saxons
    era 0            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
    era 1            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
    era 2            england, france, hre, denmark, spain, portugal, milan, venice, papal_states, normans, saxons
    ;unit_info        4, 0, 3
    not as effective but similar
    Last edited by Zorgrath; January 30, 2007 at 10:21 PM.
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  2. #2

    Default Re: How to make a berserker unit (tut)

    Awesome! Glad to hear warcry is still in the game because I sure as heck haven't seen it.

  3. #3

    Default Re: How to make a berserker unit (tut)

    its not on any of the units in game, but its still there
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  4. #4
    Douchebag's Avatar Vicarius
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    Default Re: How to make a berserker unit (tut)

    so what exactly does this do? it makes peasants more tougher?

  5. #5

    Default Re: How to make a berserker unit (tut)

    no, if you played rome/BI theres units called berserkers, basically it causes them to looks control and go crazy on the enemy, its kinda like run-amok but they only attack enemy
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  6. #6
    kleemann's Avatar Libertus
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    Default Re: How to make a berserker unit (tut)

    Well thare are some old things as in BI.

    can_swim, - unit can swim across river - not tested yet, but i use it in testing purpose

    shiled_wall - works fine, but the formation icon button is wrong.

    CA keep most features, but the did not implemented these. Qualiti is above average.
    Trading tip: Load your mercants on your (crapy, cheap upkeep) unit and place that crapy unit on the valuable trade ressource. All will earn money on that single ressourec AND other merchants can't do anything! ha:ha

    BUT it has bad side efect, if the unit rebel you will lose your merchants :hmmm:

    How-to: edit battle_model.modeldb to add new animations and skins.

  7. #7

    Default Re: How to make a berserker unit (tut)

    i just found something out, when a berserked(sp) unit enters combat it causes the game to crash, i believe some animations for this is missing. i'am looking into to see if its possible to get working, the warcry ability still works though.
    Last edited by Zorgrath; February 02, 2007 at 06:55 PM.
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  8. #8
    Heeehehe's Avatar Tiro
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    Default Re: How to make a berserker unit (tut)

    Quote Originally Posted by Zorgrath View Post
    i just found something out, when a berserked(sp) unit enters combat it causes the game to crash....
    same here
    "And indeed We created man (Adam) out of an extract of clay (water and earth). Thereafter We made him (the offspring of Adam) as a Nutfah (mixed drops of the male and female sexual discharge) (and lodged it) in a safe lodging (womb of the woman). Then We made the Nutfah into a clot (a piece of thick coagulated blood), then We made the clot into a little lump of flesh, then We made out of that little lump of flesh bones, then We clothed the bones with flesh, and then We brought it forth as another creation. So blessed be Allah, the best of creators. After that, surely, you will die. Then (again), surely, you will be resurrected on the Day of Resurrection. And indeed We have created above you seven heavens (one over the other), and We are never unaware of the creation." (QS. Al-Mu'minun (23):12-17)

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  9. #9

    Default Re: How to make a berserker unit (tut)

    What about adding "launching" to their attacks, that's what the beserkers in rome had if i remember correctly.

  10. #10

    Default Re: How to make a berserker unit (tut)

    ya its still in game, but not all berserkers had the launching ability.
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  11. #11

    Default Re: How to make a berserker unit (tut)

    You get CTD if you do like this.
    It's not about animations, cause chant&warcry works even without animation.
    I think its something of battle ai that CA didn't insert that makes berserker cause CTD.

  12. #12

    Default Re: How to make a berserker unit (tut)

    ok..it's been like 2 years since someone posted...

    does it work or not ?
    if not ...does the alternative method (the one with the can_run_amok / impetuous nstead of war_cry / berserker) apply as a special formation (with an activation button) ?


    anyway..could anyone familiar with all these aspects ,"complete" this tutorial ?


  13. #13

    Default Re: How to make a berserker unit (tut)

    It doesn't work, many have tried but can't stop the crash when in combat. Sadly the run amok idea is useless as well.

  14. #14

    Default Re: How to make a berserker unit (tut)

    The run amok ability only works with mounted units.
    Impetuous sort of does the same thing, but it only makes them charge "without orders" perhaps making the unit charge faster from farther away + do more damage with a charge bonus can imitate it. Also, you could give them the frighten_infantry trait along with the druid thing that the Coyote priests in the Americas campaign has. I can't remember if it boosts nearby unit's morale (probably) or reduces enemy morale, but either would be beneficial.
    A well informed opinion is a well formed opinion.

  15. #15

    Default Re: How to make a berserker unit (tut)

    hmm, this one is interesting...been reading over things, havent posted in like 500 years so...
    ...
    i still think there are ways to make at least an approximation of a berserker kinda unit.
    ...
    i remember from rome bi, when making new units for a faction, the new units could cause a CTD when taken into battle, and this was sometimes due to a text entry left out of a file (in data folder, a battle.txt file of some sort) ...anyway it was a file that basically told the game how to deal with dead bodies in battles, so adding the new name of whatever units that were added was essential to avoid the battle crash.
    i dont know if this is the same problem for a new berserker unit for Medieval II, but i'll try to test it at some pt.
    also with stat_mental, the higher the first number is, the more likely the unit is to fight to the death.
    ...
    and in RomeBI there were 2 warcries...
    >the unit hounds of chulann or whatever had a warcry button that would initiate their bloodthirstyness, but after pressing it, they would run around on their own fighting til the battle was over.
    >the unit woad warriors had a warcry button that would increase their attack for a bit, and possibly even decrease nearby enemy moral, but after pressing it, you could still control their actions in battle and just press it again later, similar to the rally button generals have...can be used over and over.
    ...anyway hope some of this helps.

  16. #16
    AJStoner's Avatar Lord of Entropy
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    Default Re: How to make a berserker unit (tut)

    Okay, this is the result of my testing here, using the "berserker" discipline level, "lock_morale," and the "druid" ability (hereafter referred to as druid-berserks):

    *I have fought 20 battles with these units on each side and had no crashing episodes so the problem does indeed seem to be related to the "berserker/warcry" combination.

    *The druid-berserks do not go into the uncontrollable frenzy I recall from RTW, however, they do seem to be especially impetuous. This is purely anecdotal evidence, but one of my factions was Ireland which has a large number of impetuous discipline-level units and the druid-berserks charged without orders more frequently than any other impetuous unit type.

    *My conclusion is that the druid-berserker is a viable, if slightly watered-down, berserker type unit.
    Last edited by AJStoner; August 20, 2011 at 02:13 AM. Reason: Test Results

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  17. #17

    Default Re: How to make a berserker unit (tut)

    Quote Originally Posted by AJStoner View Post
    Okay, this is the result of my testing here, using the "berserker" discipline level, "lock_morale," and the "druid" ability (hereafter referred to as druid-berserks):

    *I have fought 20 battles with these units on each side and had no crashing episodes so the problem does indeed seem to be related to the "berserker/warcry" combination.

    *The druid-berserks do not go into the uncontrollable frenzy I recall from RTW, however, they do seem to be especially impetuous. This is purely anecdotal evidence, but one of my factions was Ireland which has a large number of impetuous discipline-level units and the druid-berserks charged without orders more frequently than any other impetuous unit type.

    *My conclusion is that the druid-berserker is a viable, if slightly watered-down, berserker type unit.
    when AI , didn't they just stand there chanting ,while all around em battle was raging on ?
    (i kinna lost interest in the druidic_chant ,special 'formation' when i saw the AI behaving like that)


  18. #18
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    Default Re: How to make a berserker unit (tut)

    ^Tested a few things myself. As Seven the Hun suggested, I looked into battle.txt and the export_descr_advice files and there were some inconsistencies between Med II and Rome. Moving those entries over did no good however.

    I don't think it has anything do to with a combination of "berserker/warcry" as berserk alone triggers the CTD. Hitting warcry from a distance actually sends the unit into berserk mode and they start running towards the enemy unit. It's only when combat starts that the CTD occurs. I wonder if the game is looking for that special spin attack the berserkers used in Rome, but it is no longer in Med II causing the CTD? It's the only thing that comes to mind considering the CTD happens just after combat initiates every time. Have never gotten into animations/skeletons, so I'm unsure if all the berserker animations are still in the game.

  19. #19
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: How to make a berserker unit (tut)

    Quote Originally Posted by CDMan477 View Post
    ^Tested a few things myself. As Seven the Hun suggested, I looked into battle.txt and the export_descr_advice files and there were some inconsistencies between Med II and Rome. Moving those entries over did no good however.

    I don't think it has anything do to with a combination of "berserker/warcry" as berserk alone triggers the CTD. Hitting warcry from a distance actually sends the unit into berserk mode and they start running towards the enemy unit. It's only when combat starts that the CTD occurs. I wonder if the game is looking for that special spin attack the berserkers used in Rome, but it is no longer in Med II causing the CTD? It's the only thing that comes to mind considering the CTD happens just after combat initiates every time. Have never gotten into animations/skeletons, so I'm unsure if all the berserker animations are still in the game.
    Think this overlooked suggestion may be of interest.
    Anyone with animation skills who would be able to have a look at it - or least denounce the idea?

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  20. #20
    AJStoner's Avatar Lord of Entropy
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    Default Re: How to make a berserker unit (tut)

    If the chant is active they will do it unless engaged in combat. If combat ends for them they will resume the chanting.

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