I have had this brainwave that cavalry is effecting the gameplay of my campaigns. How would I remove cavalry from the game and if possible keep the generals bodyguards? Is it possible?
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I have had this brainwave that cavalry is effecting the gameplay of my campaigns. How would I remove cavalry from the game and if possible keep the generals bodyguards? Is it possible?
it is
simply delete entries about cav in the export descr building, that should make them un-recruitable
decrease attack-stats of increase defensive stats of "all" units and cavalry will end up less powerfull ...
an other way would be to simply change the number of men in a cav-unit
than again what Poulp' said will remove them entirelly ...
edit; as example this is how my legionares and there counter-units are balanced, wich gives a pretty much "rock cissor paper(sp?)" sort of balance
Code:type roman triarii
dictionary roman_triarii ; Triarii
category infantry
class spearmen
voice_type Medium_1
soldier roman_triarii, 50, 0, 0.7
officer roman_early_centurion
officer roman_standard
mount_effect horse +2
attributes sea_faring, hide_forest, can_sap, hardy
formation 0.8, 0.8, 1, 1, 4, square
stat_health 1, 0
stat_pri 6, 2, no, 0, 0, melee, blade, piercing, spear, 25 ,0.73
stat_pri_attr light_spear, spear_bonus_12, ap
stat_sec 7, 2, no, 0, 0, melee, blade, piercing, sword, 25 ,1
stat_sec_attr ap
stat_pri_armour 18, 12, 10, metal
stat_sec_armour 0, 1, flesh
stat_heat 3
stat_ground 2, 0, 0, 1
stat_mental 16, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 570, 150, 50, 75, 570
ownership roman
type roman legionary cohort i
dictionary roman_legionary_cohort_i ; Early Legionary Cohort
category infantry
class heavy
voice_type Heavy_1
soldier roman_legionary_cohort_i, 50, 0, 0.8
officer roman_early_centurion
officer roman_standard
attributes sea_faring, hide_forest, can_sap, hardy
formation 0.8, 1.2, 1, 1.6, 8, square, testudo
stat_health 1, 0
stat_pri 21, 3, pilum, 45, 2, thrown, blade, piercing, spear, 25 ,1
stat_pri_attr prec, thrown, ap
stat_sec 7, 3, no, 0, 0, melee, blade, piercing, sword, 25 ,1
stat_sec_attr ap
stat_pri_armour 16, 12, 10, metal
stat_sec_armour 0, 1, flesh
stat_heat 3
stat_ground 2, 0, 0, 1
stat_mental 16, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 600, 150, 60, 90, 600
ownership roman
type roman legion cavalry
dictionary roman_legion_cavalry ; Early Legionary Cavalry
category cavalry
class heavy
voice_type Heavy_1
soldier roman_legion_cavalry, 30, 0, 1
officer roman_early_centurion
mount heavy horse
mount_effect elephant -8
attributes sea_faring, hide_forest, hardy
formation 1.2, 3, 1.6, 3.8, 4, square
stat_health 1, 0
stat_pri 7, 9, no, 0, 0, melee, blade, piercing, spear, 25 ,1
stat_pri_attr light_spear, spear_bonus_8, ap
stat_sec 8, 9, no, 0, 0, melee, blade, piercing, sword, 25 ,1
stat_sec_attr ap
stat_pri_armour 16, 14, 12, metal
stat_sec_armour 0, 1, flesh
stat_heat 1
stat_ground 0, 0, -6, 0
stat_mental 18, disciplined, highly_trained
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 630, 150, 60, 90, 630
ownership roman
G
Wow that was quick, and suprisingly easy, thanks guys.
An afterthought:
Will spawned rebels have cav units?
You'd have to check descr_rebel_factions.txt, it shows what units each type of spawned rebel will have.