Re: Is it me or the artillery is a little useless?
Quote:
Originally Posted by
mp0925
ok so what do i do to change it? im new at modding (for rome total war at least)
Then you do not. Wait for someone to post it instead. I've said which values need to be changed (somewhat changed by Tabeia's discovery of the error about ammunition).
Quote:
also i was looking at the recruiment viewer thing and what is the iltiali general thats recruited in italy by the romans. is it good?
Off topic.
Re: Is it me or the artillery is a little useless?
I have changed some of the values in my own units.txt file relating to artillery. Most notably I have dramatically reduced the upkeep for these machines. I think that the massive initial cost is (possibly) realistic, but that they should not cost as much as an army to maintain once they have been built. I also added 10 missiles to each artillery piece (up to 40 from 30). I would have increased the travel speed as well by about 20 % - but I do not know how. I did not increase the firepower or number of the units involved, but rather I chose to modify the aspect that prevents me from EVER using artillery in EB (that factor is mostly the enormous upkeep cost and very slow speed). I also lowered the upkeep for elephants for the same reason - they are too expensive to use in game as it stands. I will review these changes and see if they are useful in my current game. Mostly I would like to see if the A.I. uses either elephants or artillery at all.
If anyone wants to mod the file it is export_descr_unit in the eb/data folder. Make sure to back up the file before you mess with it, and then edit/search for artillery. Modify the existing values rather than erasing them. Check at the very top of the txt document for a key on what each value does. If you get a CTD when you start the game, then return the original unmodified file to the data folder and your game should be fine (unmodified) after that. If you plan on modifying multiple values, it is best to test each modification separately rather than finding that all of your work on 50 different units is wasted. In other words, load the game after each modification (or series of modifications) so that if you have a CTD you will know what caused it. Make sure to save each generation of modifications to your files in case a CTD does occur, that way you won't lose previous work to a slip up. Or, you can wait til' someone posts the files with the changes you desire... I may make a exp_desc_units file that meets the standards discussed in this thread, but for now my changes are in my personal version for testing purposes only.
Also, how do you change the strat-map speed value for units? I would like to make the siege engines a little bit faster (not much) but I have not found where to modify the files...
Re: Is it me or the artillery is a little useless?
Just faced one of those stone-throwers in a battle against Makedonia. I think in five or six shots, they killed about three men before my velites annihilated their crews in a shower of javelins.
Re: Is it me or the artillery is a little useless?
Quote:
Originally Posted by
QuintusSertorius
Just faced one of those stone-throwers in a battle against Makedonia. I think in five or six shots, they killed about three men before my velites annihilated their crews in a shower of javelins.
Those are siege artillery, not anti-personell arty :)
Re: Is it me or the artillery is a little useless?
Quote:
Originally Posted by
Olaf The Great
Those are siege artillery, not anti-personell arty :)
Hey, I didn't choose to use it as such! :laugh4:
Re: Is it me or the artillery is a little useless?
Hows it going, has your modding worked?
Re: Is it me or the artillery is a little useless?
Well, the upkeep is lower, but I happened to get into a "balls to the wall" do or die war with all of my enemies at once - AS, Pahlava, and Saka. Unfortunately, this has meant that I haven't been experimenting, but rather that I have only been in survival mode as my elite armies are chewed up and replaced with cheap local levies. In other words, since I made the changes I have not recruited any artillery, and I have not seen any in use in the enemies armies. Theoretically though, when I get around to it they won't be so expensive as to be made useless. I am starting a new game with the AS wherein I gave away the eastern half of my empire on turn 2, so that will make for a better measurement as to how the a.i. recruits/uses artillery (and elephants) in the campaign. When I have used them, i will report back to this thread...
Re: Is it me or the artillery is a little useless?
Historically artillery werent much use either though were they? :oops:
I mean, yes, they were used at sieges and for attacking/defending fortified positions to great effect, but Ive never heard of artillery achieving anything exciting in a field battle during this period of history. Please somebody correct me if Im wrong.
Obviously it would frighten and impress peoples who didnt have artitllery themselves and might occassionally be used to force a stubborn opponent out of their strong defensive position. But none of that transfers well to EB does it?
Agreed the upkeep seems very high and consequently they are not pratical to use defensively in seiges (also I can never get mine to fire over the walls at the enemy towers). I just dont see that artillery can be realistically included in the game, and just needs to be added to the list of things that we might wish for but will never get with this engine.
ie less focus on taking settlements and more territory held either though cultural or military strength. Forts you can leave without sallying. Proper river battles. Naval warfare. etc etc :thumbsdown:
Re: Is it me or the artillery is a little useless?
Quote:
Originally Posted by
bovi
Taking a look at the code, these are the values to change for the various artillery:
Code:
;343
type generic siege 3span
...
category siege
class missile
...
What happens if you change these values? Is the speed linked to one of these?