Unit with fastest reload time if stat_fire_delay=0?
Hello.
I'm trying to figure out which ranged unit has the fastest reload time possible within RTW. It seems like there's no stat that directly changes the reload rate, like it was possible in MTW1 https://forums.totalwar.org/vb/showt...ht=reload+rate
In RTW, therefore, the unit's firing speed is limited by the length of the firing animation(?) and stat_fire_delay.
If stat_fire_delay is set to zero, which unit in RTW would have the highest firing rate?
Preliminary investigations indicate Head hurlers as a good candidate-they have less "spinning" cycles than slingers.
It seems like:
Head Hurlers
slingers=about equal to archers
siege engines
Any help on this matter would be appreciated, either to confirm my suppositions or to give me better information.
Re: Unit with fastest reload time if stat_fire_delay=0?
Dang. I can't edit the first post...
On a related note, It seems like the fastest melee unit is the german berserker skeleton? Or, does a fs_fast_swordsman with 0 delay have a faster attack than the berserker?
Finally... Which of the non-mounted units have the fastest movement speed (in terms of their skeleton)? I know that several slingers and the hurler himself has "fast moving" trait in their description. I'm wondering by how much, and do they ever have a chance of catching up to the slowest moving cavalry. I tried to decipher the descr_skeleton, but to no avail.
Thanks for your helping me with your experience.
Re: Unit with fastest reload time if stat_fire_delay=0?
I don't know too much about RTW modding, but I'm pretty sure most of it's related to unit animations. e.g. a long reload animation would mean a long reload time. The delay is just that, a delay before it starts the animation.
Still, I'm not that crash hot on RTW. I could be wrong... :thinking:
Re: Unit with fastest reload time if stat_fire_delay=0?
Yes, I understand that, but do you know which unit has the shortest reload time?
Re: Unit with fastest reload time if stat_fire_delay=0?
All skeletons with the same prefix move at the same speed.
Here's some useful results abot speed, from the FATW archives:
fs_fast_x = 120% * fs_x
fs_semi_fast_x = 110% * fs_x
fs_slow_x = 85% * fs_x
fs_2handed_berserker = fs_x
fs_slingernew= 120% * fs_x
fs_2handed = fs_x
fs_fast_horse = 215% * fs_x
fs_medium_horse = 190% * fs_x
fs_horse = 175% * fs_x
fs_cataphract_horse = 157.5% * fs_x
Movement speed increases linerarly with skeleton scale (so that a unit with *skeleton* scale 1.1 will move 10% faster than the 1.0 scale sleleton one)
Descr_skeleton.txt is not parsed by the game anyway, so don't lose your time there.
Re: Unit with fastest reload time if stat_fire_delay=0?
Hm. Where can I find the % values in the data files?
Re: Unit with fastest reload time if stat_fire_delay=0?
Nowhere. These are the results of tests we did, because we needed data for our balancing system.
Re: Unit with fastest reload time if stat_fire_delay=0?
Aradan,
do you have any numbers for fs_spearman, fs_swordsman?
Re: Unit with fastest reload time if stat_fire_delay=0?
All fs_whatever skeletons (fs_spearman, fs_swordsman, fs_dagger, fs_javelinman, etc) move at exactly the same speed (same as all fs_slow_whatever move at the same speed and so on). Now, if you want the actual speed, I can give you a number, but it is dependent on the battlefiled speed modifiers and the actual battle-map...
Re: Unit with fastest reload time if stat_fire_delay=0?
thanks...thats what i had always assumed. do those numbers above apply to how fast a unit runs as well?
Re: Unit with fastest reload time if stat_fire_delay=0?
These numbers actually apply to units that run; we never did the "walking" tests, as they are not so important for balance (when you walk, it means you have time and you are not hard-pressed, when you run it means every second is precious and you *have* to hurry) and the differences seem to be quite small (on flat ground and arcade battles).
Re: Unit with fastest reload time if stat_fire_delay=0?
Thanks a lot.
I tried to change the descr_model_battle.txt by doing the following:
After a "skeleton" entry, I added a "Scale" entry so:
type warband_hurler
skeleton fs_slinger_new, fs_slinger_new
indiv_range 40
to
type warband_hurler
skeleton fs_slinger_new, fs_slinger_new
scale 2.0
indiv_range 40
However, nothing changed in-game :(
Am I doing something wrong? Which file do I change the skeleton scale?
Re: Unit with fastest reload time if stat_fire_delay=0?
The scale in descr_model_battle.txt is not the skeleton scale, it's the model scale - sort of like the model's "fatness" around the skeleton. To rescale a skeleton you need xidx. Here's some instructions on how to do it, from the first search result that popped up (by Burns):
https://forums.totalwar.org/vb/showp...32&postcount=4
Re: Unit with fastest reload time if stat_fire_delay=0?
Ah. Thank you. I have been able to increase the size of some units to twice the normal units-a veritable "super" units XD
I could make a "giants" mod, a crew of giants who conquered Britons. Hehe. I just want to be able to make the giants themselves be able to attack buildings without the need of siege units though.
Re: Unit with fastest reload time if stat_fire_delay=0?
That requires a special dirty little trick, introduced by Dol Guldur (FATW) and Wlesmana (LotRTW), afaik. You have to 'convert' your giants into 'elephants' and use small, invisible riders, that will be placed inside the giant/mount. ;)
Re: Unit with fastest reload time if stat_fire_delay=0?
No, I cannot claim that trick - it was Wlesmana and Balbor (and with some aid from Professor and Merlin I believe).