Spino
09-28-2004, 20:28
Those busy little bees over at twcenter.net are discovering all kinds of goodness in the text files. Adonys discovered how to change the kill rates without adversely affecting the animations or anything else for that matter. He not only gives a how-to but he offers several different files for varying kill rates...
http://www.twcenter.net/forums/index.php?showtopic=9877
Here's a little bit of info you can find in the export_descr_unit.txt file:
;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
; stat_pri From left to right
; attack factor
; attack bonus factor if charging
; missile type fired (no if not a missile weapon type)
; range of missile
; amount of missile ammunition per man
; Weapon type = melee, thrown, missile, or siege_missile
; Tech type = simple, other, blade, archery or siege
; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
; Min delay between attacks (in 1/10th of a second)
; stat_pri_attr
; primary weapon attributes any or all of
; ap = armour piercing. Only counts half of target's armour
; bp = body piercing. Missile can pass through men and hit those behind
; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
; long_pike = Use very long pikes. Phalanx capable units only
; short_pike = Use shorter than normal spears. Phalanx capable units only
; prec = Missile weapon is only thrown just before charging into combat
; thrown = The missile type if thrown rather than fired
; launching = attack may throw target men into the air
; area = attack affects an area, not just one man
;
;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
;then the secondary weapon details refer to their attacks. If the unit has missile weapons
;the secondary weapon will be the one used for melee
;If the unit has a primary melee weapon, it may have a secondary side arm
; stat_sec As per stat_pri (a value of no means no secondary weapon)
; stat_sec_attr As per stat_pri_attr
And here's how usual these stat_pri/stat_sec looks like:
stat_pri 1, 0, no, 0, 0, melee, simple, piercing, knife, 25 ,1
stat_pri 13, 7, no, 0, 0, melee, blade, slashing, axe, 25 ,0.87
stat_sec 11, 8, no, 0, 0, melee, simple, piercing, spear, 25 ,0.73
Therefore, I did some test modifying the "last" stat_pri/stat_sec value (which was supposed to be Min delay between attacks (in 1/10th of a second) from the file's header) from 1 to 10 and from 1 to 0.1 and... and I expected to see the units swinging their weapons slower for the 10 value and faster for the 0.1 value...
Well, it wasn't the case... but still, the result was a good one: the killing ration beeing speeded up for the 10 value and slowed down for the 0.1 one.
After this, I carefully re-readed the file header, and as you can see, it seems to be a little bit outdated: the Min delay between attacks (in 1/10th of a second) is in fact the value before the last one from the stat_pri/stat_sec entries, and it's always 25 (2.5 secs/swing).
And most probably will just modify the pause between the swing animations, not the pause between damage hits (but IF these two are linked, then it CAN also modify the damage output, beeing another way to obtain a slower killing rate). I'll do more tests with it tomorrow.
The last value is undocumented yet, most of them beeing 1, and very rare 0.87 or 0.73 (usually the spears are the ones with 0.87 and 0.73 values). So i guess as this value DO modify the resulted damage/time interval it must be a sort of to hit probability or a damage scale.
Anyway, it WORKS!!!
So, I scaled all of them (to avoid any unbalancing, even if most probably some of them should be scaled differently than others, allowing faster killing rates for some special weapons) down dividing them with 10 (the 0.1 value seems to be a good value, as it leaded to a pretty "realistical" killing ratio, as I saw from my tests).
Here's the modyfied file (just remove the _speed_0.1 part from its name and replace the original one... don't forget to back it up first):
http://www.twcenter.net/forums/index.php?showtopic=9877
Here's a little bit of info you can find in the export_descr_unit.txt file:
;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
; stat_pri From left to right
; attack factor
; attack bonus factor if charging
; missile type fired (no if not a missile weapon type)
; range of missile
; amount of missile ammunition per man
; Weapon type = melee, thrown, missile, or siege_missile
; Tech type = simple, other, blade, archery or siege
; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
; Min delay between attacks (in 1/10th of a second)
; stat_pri_attr
; primary weapon attributes any or all of
; ap = armour piercing. Only counts half of target's armour
; bp = body piercing. Missile can pass through men and hit those behind
; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
; long_pike = Use very long pikes. Phalanx capable units only
; short_pike = Use shorter than normal spears. Phalanx capable units only
; prec = Missile weapon is only thrown just before charging into combat
; thrown = The missile type if thrown rather than fired
; launching = attack may throw target men into the air
; area = attack affects an area, not just one man
;
;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
;then the secondary weapon details refer to their attacks. If the unit has missile weapons
;the secondary weapon will be the one used for melee
;If the unit has a primary melee weapon, it may have a secondary side arm
; stat_sec As per stat_pri (a value of no means no secondary weapon)
; stat_sec_attr As per stat_pri_attr
And here's how usual these stat_pri/stat_sec looks like:
stat_pri 1, 0, no, 0, 0, melee, simple, piercing, knife, 25 ,1
stat_pri 13, 7, no, 0, 0, melee, blade, slashing, axe, 25 ,0.87
stat_sec 11, 8, no, 0, 0, melee, simple, piercing, spear, 25 ,0.73
Therefore, I did some test modifying the "last" stat_pri/stat_sec value (which was supposed to be Min delay between attacks (in 1/10th of a second) from the file's header) from 1 to 10 and from 1 to 0.1 and... and I expected to see the units swinging their weapons slower for the 10 value and faster for the 0.1 value...
Well, it wasn't the case... but still, the result was a good one: the killing ration beeing speeded up for the 10 value and slowed down for the 0.1 one.
After this, I carefully re-readed the file header, and as you can see, it seems to be a little bit outdated: the Min delay between attacks (in 1/10th of a second) is in fact the value before the last one from the stat_pri/stat_sec entries, and it's always 25 (2.5 secs/swing).
And most probably will just modify the pause between the swing animations, not the pause between damage hits (but IF these two are linked, then it CAN also modify the damage output, beeing another way to obtain a slower killing rate). I'll do more tests with it tomorrow.
The last value is undocumented yet, most of them beeing 1, and very rare 0.87 or 0.73 (usually the spears are the ones with 0.87 and 0.73 values). So i guess as this value DO modify the resulted damage/time interval it must be a sort of to hit probability or a damage scale.
Anyway, it WORKS!!!
So, I scaled all of them (to avoid any unbalancing, even if most probably some of them should be scaled differently than others, allowing faster killing rates for some special weapons) down dividing them with 10 (the 0.1 value seems to be a good value, as it leaded to a pretty "realistical" killing ratio, as I saw from my tests).
Here's the modyfied file (just remove the _speed_0.1 part from its name and replace the original one... don't forget to back it up first):