Whoa... If you give Berdiche Axemen the Venetian_Heavy_Infantry soldier they become the killing machines their stats indicate they should be.
In fact... they become just a tad frightening.
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Whoa... If you give Berdiche Axemen the Venetian_Heavy_Infantry soldier they become the killing machines their stats indicate they should be.
In fact... they become just a tad frightening.
Not necessarily. Apparently the halberd attack animation actually works better against cavalry.
Well, Berdiche Axemen were bugged so badly they wouldn't engage other infantry... They just stood there and got hacked to pieces... With the VHI soldier they turn other Infantry units into dog food... Plus it would look silly for them to be using those axes like spears...
I've fixed the Dismounted English Knights (Used the Halberd animation since they use a very similar polearm to a halberd), now on to Billmen...
[EDIT: I checked it, and the Berdiche Axemen beat Mailed Knights with 93 men left vs the Knights with 9 men left... That's pretty good for a unit that isn't specialist anti-cavalry... I don't see any reason to "upgrade" them to the Halberdier animations]
What file can i fix the English Knights in?Quote:
Originally Posted by Musashi
After going through all the units in the game looking for one with animations that would look ok for two-handed axe units but would speed them up enough that they don't suck any more, I settled on the Janissary Heavy Infantry animations... And Varangian Guard can now crush a unit of Zwei Handers... Which they should when going by their stats.
I'm going to apply it to all the other two handed axe units. It looks ok, at least they dont try to stab with their axes.
So then I will have fixed: Billmen, Dismounted English Knights, Berdiche Axemen, and all two-handed axe units... What else is left?
The bug was in the gold demo yes, but it wasn't in the PCGamer demo, the one where billmen had that overhead spin and headbutt attack anims, which looked seriously retarded. Seems like they redid the animations pretty quick and left a few mistakes here and there.Quote:
Originally Posted by Sinan
JHI decimate people simply because of their attack animations, they seem to attack ridiculous fast, have a high engagement range, also due to the anims, and coupled with their high attack, they normally win with the first hit, which they almost always get.
Edit: D_Wilson, I tested out your settings and cavalry still don't attack for me. One or two of them seems to be able to suddenly charge out, when they are engaged, to kill the horses, but apart from that, they don't swing while standing.
Musashi (or anyone else for that matter),
Once you've managed to fix all the "bugged" unit animations, would you be so kind as to post the corrected file(s) up for people to download. After all, it's entirely possible that CA won't have fixed this in the proposed patch...
Regards
Well, I can post the altered export_descr_unit.txt file, but you'll be on your own to install it and get it working. I'm certainly not going to whip up an installer for it ;)
I hate how you have to start a whole separate game to play with mods. Wiped out all my campaign progress.
I just gave all the units with the 2 handed bug the janissary heavy infantry in export_descr_unit(as it is now the armour upgrade lines lower down that dictate the actual look of as unit), and they all work perfectly in combat now, plus the animation suits all the units with the bug quite well.
That would be perfect, thanks!Quote:
Originally Posted by Musashi
You wouldn't need to.Quote:
Originally Posted by Musashi
Either CA fixes it (great), or we just replace the unit file with this one post patch (and unpacker).
This is a huge bug... if CA dosent fix it Ill be pissed...
Where can I find this new export_descr_units.txt file? And will it have any other changes made to it?
Im looking at the text file... I dont see where I can change the animation... Is it under primary weapon?
No, you need to edit the soldier line. For the units with the 2 handed bug, replace the soldier entry on the soldier line with janisarry_heavy_infantry. Trust me, this works ingame, as the soldier line seems to affect only the animation unlike in RTW where it also affected the look of a unit.
Ah, I see it. Thank you...
Okay, so I change the soldier to "janisarry_heavy_infantry" for the billmen, berdiche axemen, varangians and who else?
Here is the list of al the bugged 2handed units
Billmen
Heavy Billmen
Bill Militia
Heavy Bill Militia
Norse Axemen
Varangian Guard
Berdiche Axemen
Dismounted English Knights
Dismounted Noble Knights
Dismounted Portugese Knights
Is there a quicker way then making a mod folder and .bat file... cant I just place the text file into the installation data folder... There are subfolders in the data folder too... Im not sure where to put it
There is a very handy post by Olmsted over at the .com with full mod switch instructions:Quote:
Originally Posted by ScrapTower
http://p223.ezboard.com/fshoguntotal...art=21&stop=40
It's on the second page - I managed to get it to work, so it must be idiot proof!
No. Until we get the unpacker(and perhaps even then we wont be able to put it in the data folder) it must be done via the mod switch.Quote:
Is there a quicker way then making a mod folder and .bat file... cant I just place the text file into the installation data folder... There are subfolders in the data folder too... Im not sure where to put it
Is their any way to fix them in the Demo? I haven’t got the game yet (won't be able to afford it till I’ve got all my Christmas presents, and that’s going to eat all my money~:(). So it would be nice to make Agincourt a littlie fairer, I’ve lost 3 and won 1 on that one. All due to that rear charge by the knights. So fixing billmen might help a lot~:(.
Thank you for the unit list. Should Croat Axemen be on that list as well?
Also, if anyone wants to copy my .com post about the .bat files and etc. over to one of the data bases here, that is fine by me. This forum has a much better retention rate than the .com.
Im guessing hereQuote:
Originally Posted by Lusted
the lines that determine look are
armour_ug_levels 0, 1, 2
armour_ug_models Billmen, Billmen_ug1, Billmen_ug2
each level is determined by the level of the upgrades
Exactly. I reversed those entries on the Venetian Archers and Venetian Heavy Infantry to fix the armour upgrade bug with them.
Only somewhat related, but has anyone figured out what the "reach" setting is? One reason why pikemen switch to swords too quickly has to do with reach: the back ranks of pikemen start poking but the front ranks are then too close to the enemy and switch over to swords.
I just wanted to say that the egyptan 2h axe men (talberrya, not sure of the spelling) Can beat dismounted chic knights and during the fight has "victory is certian". I also notice there animations dont seem broken , and they use side swing of their long axe, overhead, and others and dont seem to be bugged. Perhaps someone can compare them to other 2h units and see whats going on as i dont mod myself? Also note i upgraded their armor once in the testing as i would never send them unupgraded in the campagin anyway.
You can add :Quote:
Originally Posted by Lusted
Croatian Axemen
Woodsmen
Religious Fanatics (christian)
Somethingwwa's (muslim Jihad religious fanatics with big clubs)
Taberryaa (sp? The egyptian last infantry type)
They all won't swing at cav.
Its mutatawwi'a and Tabardariyya.