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Re: The Complete EDU Guide - Discussion
The ship line uses info from descr_ship.txt, and the header of that file has quite a bit of info on various ship types. It seems that CA was trying to make naval battles a litlle more complicated than they are, but they abandoned the effort. I will try to find time to get some testing done on naval battles, but I don't know how soon - I'll update the Guide when the info is enough and adequately tested.
And welcome on the forums!
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Re: The Complete EDU Guide - Discussion
SINGLE SOLDIER UNITS
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EDITED
Note it only works for campaign, only for mount-type units, and only when they are used as general bodyguards. You just need:
1- to change the number of soldiers of the unit to 20, 1, 1
2- to give to the unit the attribute "general_unit"
3- to give to the general a trait with a big penalty to personal security (I use -100)
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Finally, some years after I tried to achieve it the first time... I have been able to make a unit with a single character that do not appear duplicated when you increase the unit size settings. :beam:
Since it is possible to do it mainly modding the EDU file, I think this is the better place to explain it so you can add it to this wonderful guide, if you want.
First, I'll explain a secondary effect of the attribute "general_unit" that I recently discovered and that makes it all possible.
If you use an standard unit (no general_unit) as a bodyguard unit for a named character, the starting number of soldiers will depend on the number of soldier defined in the EDU entry:
Quote:
soldier unit_model, soldiers, extras, mass (,radius,height)
The final number will also depend on the graphical settings you choose to play:
-large unit size: soldiers x2
-huge unit size: soldiers x4
The minimum number of soldiers that you can define is 6. If you write less than six, anyway they will appear 6 at normal settings, so the minimum is 12 at large settings, and 24 with huge settings. (I'll write it as 6/12/24 in the future)
The other thing you should know is how the "soldiers" and "extras" numbers work when the unit is a mounted unit (not cavalry, but elephant like).
-"soldiers" is the number of soldiers per unit
-"extras" is the number of mounts per unit
And so the ratio soldiers/extras defines the number of soldiers per mount. For example, this ratio is used to know how many mounts will appear in the battle map when the unit has lost soldiers in a previous battle.
In the case of mount units, the minimum number of mounts in each unit is 1, that will appear as 1 on normal settings, 2 on large, and 4 on huge. (1/2/4)
Example:
Quote:
soldier norider, 20, 1, 1
mount sauron
;no attributes
This unit will start with 20/40/80 soldiers, and so 1/2/4 mounts.
Well, it seems the attribute "general_unit" changes the behavior of these minimum ammounts of soldiers (only when you attach it to a general). The minimum starting soldiers for a general_unit is 4 on normal settings, 8 on large and 16 on huge, BUT it does not depend on the number defined in the entry "soldiers" (this is the important thing).
Example:
Quote:
soldier norider, 20, 1, 1
mount sauron
attributes general_unit
This unit will start with 4/8/16 soldiers, and since we have defined 20 soldiers per mount: they will appear 1/1/1 mounts on all unit size settings!!!
There is just another issue if you really want to see only one single soldier along all the game. The size of the bodyguard rise with the "influence" and the "personal security" of the character. You need to give him a trait with a -100 or so to "personal security" if you do not want to see more than one mount.
In the same topic, to finish sharing all the info I know, there is a parameter in the file descr_mount.txt named "riders" that defines the max numbers of soldiers per mount in the battle map. If the ratio soldiers/extras defined in EDU is mayor than the parameter "riders" defined in DM, the diference of soldiers are automatically killed when the battle is loaded.
In the same example, if riders=2:
Quote:
type sauron
class elephant
...
riders 2
Then, if there are 20 soldiers when you enter battle, it will appear 1 mount, and the soldiers will be reduced to 2 at the start of the battle.
I used it to automatically reduce the bodyguard size of these special characters when they enter battle. (but it is not needed if you reduce their personal security).
That's all, I hope someone has understood something...:dizzy2:
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Re: The Complete EDU Guide - Discussion
This is very interesting. I was not aware that the general_unit attribute had any such affect upon the minimums.
Good work - I think this could be very useful to many mods!
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Re: The Complete EDU Guide - Discussion
Indeed, very very interetsing! Gonna test it asap - thx for sharing!!
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Re: The Complete EDU Guide - Discussion
Very interesting, the only thing I'll mention is that it's influence and personal security that affect bodyguard size, not command. You also probably wouldn't want to give -100 to personal security as this would make your general very suceptible to assassination.
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Re: The Complete EDU Guide - Discussion
True, we use personal security because there are no assassins in our mod.
Thank you for the correction about influence in stead of command, I didn't remember it right. In this case, other modders could be interested to reduce the influence of these characters and rise their law or reduce the unrest, that has similar effects.
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Re: The Complete EDU Guide - Discussion
Just a quick question, isn't power_charge a BI only trait? If it is you might want to fix that in your guide as it is not marked.
By the way thanks for the clarification on the ship line.
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Re: The Complete EDU Guide - Discussion
Quote:
Originally Posted by pdemon
Just a quick question, isn't power_charge a BI only trait? If it is you might want to fix that in your guide as it is not marked.
By the way thanks for the clarification on the ship line.
well I've not fully tested it, but from what I seen in other mods many BI things seems to work well with RTW 1.5...not only power_charge but also legionary_name and spear_bonus_x
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Re: The Complete EDU Guide - Discussion
Hello to everyone,very helpful discussion,thank you all..
One small question that is bodering me;how to make general unit(with general) hide on battle map?I mean is it possible at all?
Thank You:eeeek:
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Re: The Complete EDU Guide - Discussion
Quote:
Originally Posted by KsatriyaDharma
Hello to everyone,very helpful discussion,thank you all..
One small question that is bodering me;how to make general unit(with general) hide on battle map?I mean is it possible at all?
Thank You:eeeek:
nope, not possible :no:
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Re: The Complete EDU Guide - Discussion
Ah well:lam: ...thanks for info:shakehands:
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Re: The Complete EDU Guide - Discussion
Example:
Quote:
soldier norider, 20, 1, 1
mount sauron
;no attributes
in the above , the entry norider
does this need a corresponding entry in descr_model_battle.txt?
thanks in advance
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Re: The Complete EDU Guide - Discussion
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Re: The Complete EDU Guide - Discussion
Using an hex editor with the AlexanderTW.exe, it is possible to view a list of unit attributes allowed by the error validator, and there are several attributes that I didn't know. This is the full list:
Quote:
legionary_name, general_unit_upgrade, warcry, screeching_women, druid, cantabrian_circle, is_peasant, mercenary_unit, frighten_mounted, frighten_foot, power_charge, very_hardy, hardy, heavy, sea_faring, can_horde, can_swim, can_run_amok, can_feign_rout, can_formed_charge, can_withdraw
Does anybody know the effect of can_feign_rout, can_formed_charge, can_withdraw or heavy?
I have seen some of them are used in MTW2 but I have been unable to find his purpose, I wonder if they really have some effect when used over AlexanderTw.
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Re: The Complete EDU Guide - Discussion
They're in BI and MTW2, as well.
can_formed_charge: http://www.twcenter.net/forums/showt...t=75914&page=6
Also, "There is also a new unit attribute in M2TW called can_formed_charge that I havent thoroughly tested yet. I believe it strenghtens the charge if the cavalry unit is formed up in a line first as opposed to Rtw where the charge was the same no matter what." from http://www.twmodsquad.com/index.php?...prev_next=next
can_withdraw: Most likely, a marker for units that can/cannot withdraw from battle. Might not be used in RTW. I'd suggest testing an artillery unit with/without it
can_feign_rout: ???
heavy: ??? - maybe has something to do with slower movement (perhaps, on certain ground types)
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Re: The Complete EDU Guide - Discussion
Thanks for the links.
I have been testing them in ATW and even when they do not cause crash nor error messages, I have not noticed any effect.
I have not tested it properly, but units with and without "heavy" or "can_formed_charge" move and charge the same, I can't see any difference.
I think they are like other attributes from BI like shield_wall, schiltrom, can_swim and is_peasant, allowed by the .exe but not supported in game.
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Re: The Complete EDU Guide - Discussion
Thanks for a wonderfull guide.~:)
But I wonder, where can you change the stats of officers, generals, etc.? Is there a similar .txt file for them?
Thx :2thumbsup:
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Re: The Complete EDU Guide - Discussion
Thx. You cannot change the stats of officers/generals etc at all.
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Re: The Complete EDU Guide - Discussion
Ok. But what determines their stats? The game has to know how good they are, and they seem to be better than the normal soldiers in the unit.
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Re: The Complete EDU Guide - Discussion
It must be hardcoded. The game does store that info somewhere, but it is not accessible or moddable by us. I've read somewhere that officers have 2hps and generals have 7, but it's impossible to test-prove it.
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Re: The Complete EDU Guide - Discussion
A minor point, and apologies if its already been mentioned, but using "thrown" for 'stat_pri_attr' means that a javelin icon is displayed when targeting during a battle.
Maybe that implies that it was intended for javelin troops, not archers ?
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Re: The Complete EDU Guide - Discussion
That's actually a side-effect, but yes the original use must have been for javelin troops, probably instead of giving them bonuses vs elephants and large animals anyway.
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Re: The Complete EDU Guide - Discussion
Guide updated with Bardo's discovery on creating 1-soldier units.
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Re: The Complete EDU Guide - Discussion
Guide updated with info on naval combat (Related Info section).