How can I edit the amount of men there are in a unit?
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How can I edit the amount of men there are in a unit?
its in the export_descr_unit
type Pavise Crossbowmen
dictionary Pavise_Crossbowmen ; Pavise Crossbowmen
category infantry
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier Pavise_Crossbowmen, 48, 0, 0.8
bold 48 is the number of units
Hmm, I have been playing around with this as well, making an army of one, just for the fun of it.
So I changed the number of troops in the Viking Raiders, as well as made them just a tad more capable:
I got this Error message when i run it using the batchfile to start the game.Quote:
type Viking Raiders
dictionary Viking_Raiders ; Son of Aesir
category infantry
class light
voice_type Light
banner faction main_infantry
banner holy crusade
soldier Viking_Raiders, 1, 0, 1
attributes sea_faring, hide_anywhere, very_hardy, can_withdraw, can_swim, frighten_foot, frighten_mounted, command, free_upkeep_unit
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 300, 0
stat_pri 100, 20, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1.2
;stat_pri_ex 0, 0, 0
stat_pri_attr area, launching, ap
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour 40, 40, 60, flesh
;stat_armour_ex 0, 4, 5, 7, 3, 6, 6, flesh
stat_sec_armour 0, 0, flesh
stat_heat 1
stat_ground 3, 3, 3, 3
stat_mental 9, normal, untrained, lock_morale
stat_charge_dist 80
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 3000, 500, 85, 65, 480, 4, 120
armour_ug_levels 0, 1, 2, 3
armour_ug_models Viking_Raiders, Viking_Raiders_ug1, Viking_Raiders_ug2, Viking_Raiders_ug3
ownership denmark
era 0 denmark
;unit_info 100, 0, 140
Think I will try and add two soldiers, see what I get...Quote:
[script.err] [error] Script Error in data/export_descr_unit.txt, at line 5636, column 34
Invalid number of soldiers 1 for combatant unit type 'Viking Raiders'.
19:35:49.625 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file data/export_descr_unit.txt.
After a little playing around, Ive found that 4 soldiers is the lowest possible. If anyone have any idea why this is so, and how to counter it, please let me know.
But, through custom battles, I also found that so few individuals in a unit greatly limits their effectivity, even if they have a high damage, and greatly improved health and armor (15 health is maximum, not the 300 I attempted).
They still kills in one hit, but against 150 soldiers, even peasants, they are slowed down by defending themselves, and recieving blows, that they dont hit as often. Maybe changing the speed of their attacks would help.
Another thing I noticed, was that the line
didnt do what I wanted it to, I had intended it to work similar to elefants running through infantry, and it didnt... If anyone have any suggestions please tell.Quote:
stat_pri_attr area, launching, ap
Very intereing and useful info. Please keep us updated if you find anything else or any observations you make, very useful and timesaving for the rest of us!
While its true that this is where you change the number, this number actually isnt the real number of soldiers, as a Pavise Crossbowmen unit has 60 men... Not entirely sure how the calculations go, but, if I set it to 4 soldiers, I get 6 in game. If its 40 units ingame, the number is 32. and againt if its 60 then the number should be 12.Quote:
Originally Posted by dietre
Quote:
Originally Posted by ZhalArkon
I tried something similar. I set dismounted imperial knights' maces to area and launching, expecting to see them pull a Lord Sauron and sweep away crowds of men with each attack. Imagine my disappointment...go on, just imagine it! :thumbsdown: ...when nothing out of the ordinary happened.
My new hypothesis is that certain attributes rely on certain game meshes or effects to happen. So maybe if you made them a gunpowder unit, set damage type to artillery and added an invisible explosion effect, it would trigger the launch effect.
Alternately, find out what the clipping distance is for elephants, set that as the unit's clip distance, and give your guys primary_weapon_attr "elephant" (or whatever it is in export_descr_unit).
Maybe? :stupido2: