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Thread: Unit with fastest reload time if stat_fire_delay=0?

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  1. #1

    Default Re: Unit with fastest reload time if stat_fire_delay=0?

    Aradan,

    do you have any numbers for fs_spearman, fs_swordsman?
    Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin

  2. #2

    Default Re: Unit with fastest reload time if stat_fire_delay=0?

    All fs_whatever skeletons (fs_spearman, fs_swordsman, fs_dagger, fs_javelinman, etc) move at exactly the same speed (same as all fs_slow_whatever move at the same speed and so on). Now, if you want the actual speed, I can give you a number, but it is dependent on the battlefiled speed modifiers and the actual battle-map...
    Last edited by Aradan; 03-03-2008 at 21:10.

    Norman Invasion - The fate of England lies in your hands...

    Viking Invasion II - Unite Britain in the best TW campaign ever!

    Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland

  3. #3

    Default Re: Unit with fastest reload time if stat_fire_delay=0?

    thanks...thats what i had always assumed. do those numbers above apply to how fast a unit runs as well?
    Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin

  4. #4

    Default Re: Unit with fastest reload time if stat_fire_delay=0?

    These numbers actually apply to units that run; we never did the "walking" tests, as they are not so important for balance (when you walk, it means you have time and you are not hard-pressed, when you run it means every second is precious and you *have* to hurry) and the differences seem to be quite small (on flat ground and arcade battles).

    Norman Invasion - The fate of England lies in your hands...

    Viking Invasion II - Unite Britain in the best TW campaign ever!

    Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland

  5. #5

    Default Re: Unit with fastest reload time if stat_fire_delay=0?

    Thanks a lot.

    I tried to change the descr_model_battle.txt by doing the following:

    After a "skeleton" entry, I added a "Scale" entry so:




    type warband_hurler
    skeleton fs_slinger_new, fs_slinger_new
    indiv_range 40


    to

    type warband_hurler
    skeleton fs_slinger_new, fs_slinger_new
    scale 2.0
    indiv_range 40


    However, nothing changed in-game :(


    Am I doing something wrong? Which file do I change the skeleton scale?

  6. #6

    Default Re: Unit with fastest reload time if stat_fire_delay=0?

    The scale in descr_model_battle.txt is not the skeleton scale, it's the model scale - sort of like the model's "fatness" around the skeleton. To rescale a skeleton you need xidx. Here's some instructions on how to do it, from the first search result that popped up (by Burns):
    https://forums.totalwar.org/vb/showp...32&postcount=4

    Norman Invasion - The fate of England lies in your hands...

    Viking Invasion II - Unite Britain in the best TW campaign ever!

    Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland

  7. #7

    Default Re: Unit with fastest reload time if stat_fire_delay=0?

    Ah. Thank you. I have been able to increase the size of some units to twice the normal units-a veritable "super" units XD


    I could make a "giants" mod, a crew of giants who conquered Britons. Hehe. I just want to be able to make the giants themselves be able to attack buildings without the need of siege units though.

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