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katank
03-07-2004, 16:56
hi, I've being trying to mod in an end game unit for kicks and decided to give it impressive melee stats and a huge ranged attack.

The ranged attack doesn't seem to work properly. I modded the ninja star projectile for use with this unit and gave it essentially siege cannon range, super high velocity and a combination of mortar and organ gun stats that made it have an enormous blast radius and kill chance.

however, when I tested it out, I was really disappointed as it was able to kill only one man a shot and did not have the explosion animation.

then when it went into melee, it ripped into a unit of archers and killed 31 but then got killed. This was vanilla archers my uber jedi unit didn't last that long.

can anyone suggest how I might fix it so that my shots do explode and cause lots of damage instead of simply killing one man and also how I might have it perform better in melee?

thanks.

Aymar de Bois Mauri
03-07-2004, 17:34
Well, from my limited experience with ProjectileStats I can say:

-Velocity is only important for a flater trajectory.

You could copy and paste the Grenade Projectile stats to modify the Ninj stats and then MOD from there. You must have forgotten something in the alterations.

I say this because, in an experience I've made, I modded Grenade proj to have double the normal range and it really tears everything apart

I've also slightly modified Jav and Dart to increase range and accuracy. The result is massive increased killing power

I've also modded Ninj, like you did, and it works like a charm for my composite bow archers. No problem at all...

So, accordingly, I think you're missing something in the Proj characteristics. Maybe accuracy? http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif

katank
03-07-2004, 23:51
I gave him 1 accuracy.
I tried instead to copy the grenade stats over and only increase range but that didn't seem to do the trick. His shots still doesn't explode.

I upped the melee stats and still he got killed. grrr. you'd figure that if he has 20 charge, 40 attack, 30 defense, and 20 armor that he'd be invincible but he eventually got killed by a bunch of lousy peasants.

he killed the french king though so they are all rebel now. (I gave the uber unit to the english in wessex) http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif

hmm still peeved about not getting big explosions http://www.totalwar.org/forum/non-cgi/emoticons/angry.gif

Aymar de Bois Mauri
03-08-2004, 01:04
Well, those stats should just make that unit indestructible... http://www.totalwar.org/forum/non-cgi/emoticons/gc-speechless.gif

BTW, how many men are in this über unit?

30? 60?

Or is it a single men unit?

You don't get big explosions because the projectiles probably have some hard-coded characteristics, like blast radius and specialfx. But I'm just guessing... http://www.totalwar.org/forum/non-cgi/emoticons/gc-inquisitive.gif

CBR
03-08-2004, 01:08
If Im not mistaken the attack formula caps at 20. So if you have a combined result of (your attack value-his defense value) of more than 20 it doesnt count more than 20.


CBR

katank
03-08-2004, 02:40
well, he is a single man unit. I was trying to bring back the kensai from good old shoggy and give him a powerful ranged attack that would make him an end game unit. (ie. capable of taking on half the golden horde himself). http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

too bad this is not the case. I tried some artillery stats and long ranged grenade stats which is for ninjastars, his weapon and none appears to cause BIG explosions that kill half the enemy army like it's supposed to.

It's not indestructible. The first time I tested it with 12 charge, 20 attack, 14 defense, 12 armor, it got creamed by a unit of lousy vanilla archers http://www.totalwar.org/forum/non-cgi/emoticons/angry.gif killed 38 before falling himself.

the second time that I changed to the stats I posted above, he did far better and killed 153 before dropping in his tracks. He did kill the French King and the entire bodyguard in no time flat which is quite impressive.

So I believe that the values are not capped at 20 else he couldn't do so much better the second time around.

Does use of speed slider effect anything? both times he does pretty well and once I think the battle is won and increases the slider to get it over with, he dies.
Hmm.

I don't think that he is really OP as I made his reqs masters everything pretty much every fortress level building and taking 5 years to build.

however, if he gets killed by 150 troops of a standard early era army, he's not really end game.

BTW, he has the unit graphics of a boyar and goes through all the shooting animations but only one enemy drops dead each time and nothing explodes http://www.totalwar.org/forum/non-cgi/emoticons/angry.gif

he does have perfect aim though so maybe I should just give him 10k ronds of ammo and reduce reload time to 0 or close to 0. I called him nuke so hoping for giant explosions but if I have to make him a machine gun, that's fine too.

I just hate the fact that I see so much enemy jedi and the second I try to make my unit jedi, he gets killed by lousy units.

he rips through royal knights like nothing and then in some weird fluke gets killed by peasants??? WTF http://www.totalwar.org/forum/non-cgi/emoticons/angry.gif

CBR
03-08-2004, 12:40
Well combat is random and as he is only one man you just need to be unlucky once and he is dead. So you can get very different results with such a unit.

Speed slider does only accelerate time, it doesnt effect anything else.

I think its hardcoded how the different missile look like. Ninjastar is a bow so there wont be any explosions. Use one of the artillery for the unit and remove the model used so he can move and look normal...that should do the trick.


CBR