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Thread: Quick Mod Question

  1. #1

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    I know next to nothing about modding, but would like to make my Welsh longbowman a little more powerful (any improvement from useless would be nice)...

    Can anyone give me a quick guide to doing this?

    Any help is oh-so appreciated...

    Thanks

  2. #2
    Magister Vitae Senior Member Kraxis's Avatar
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    Go to the Dungeon... there are plenty of people that know what to do.

    On a short notice I can tell you to open the projectile file in the gameroot with Notepad... in there you will find plenty of opportunities to strengthen the bows.
    You may not care about war, but war cares about you!


  3. #3
    Senior Member Senior Member Shiro's Avatar
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    Moved to dungeon. See it there.
    "Everything Shiro said sounds good to me."
    -Solypsist
    "Catiline is the one with the black rag and Shiro is erm...the other one..."
    -Tosa

  4. #4
    Yorkist Senior Member NagatsukaShumi's Avatar
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    You could improve their accuracy, they time to reload etc.

    Lord Krazy can give you a guide on how to do this as he knows alot more about this side of the modding world, any questions about non-unit modding question fire away.
    RIP TosaInu
    Ja Mata

  5. #5
    Member Member Lion King's Avatar
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    well, the text itself is pretty explanatory, but i will give you some hints:
    ok, you can make those longbowmen more useful in many, i mean MANY ways.
    by editing the projectilestats.txt, you can change:

    -range, make your archers shoot longer, after all, they are supposed to reach 300 meters, but in-game they only get to 120m.

    -Velocity, this make your archers more accurate when shooting moving units, especially at longer distances

    -Accuracy, the closer to 1, better (good for reducing friendly fire in melee battles)

    -Lethality, one of the most immportant factors in the efficiency of a weapon. multiply this value by 18 (bydefault, not always i i will explain) and you get the percentage of a kill if the arrow hits a soldier.

    -Power, measured in hit points taken when hit, used mainly for siege weapons. Even if your archers cannot hit walls, this makes it easier to kill kings, generals and unit commanders and lieutenants (the guys with the little triangular flags), kings/generals can take 10-30 hits (depending on luck, vices, virtues etc..) commanders have about 5-8 and lieutenants 2-4. most normal troops have 1 HP.

    -Armour mod, the effectiveness of armour against this projectile, 1 is 100% and 0, 0%. For example, a knight has armour value 6, and the armour mod of the arrow that hits it is 0.5, the the damage/killing calculations will consider the armour as being 3.

    -Reload time, pretty explanatory, 14 is 10 seconds IIRC

    -Shoot immediated, if no ("n") the unit will have to reload before firing, not after. doesn’t make that much difference for archer, who have short reload times

    -Reload moving, again, not much effect for archer for the same reason, defines whether the units can reload on the run

    -Isgun, if yes only the first rank will shoot, then revolve so the others behind can have their go, leave it at no for maximum efficiency

    -Try high, it is already yes, so they can shoot target of their line of sight by aiming at high angles (a hill or wall in-between)

    all those others have little effect, except:

    -blast radius: when it hits something, the projectiles (arrows) will "blow up", killing troops in a radius described in the field 50 units = 1 meter

    -BlastKillChance: The percentage kill chance of a soldier in the blast radius being killed.

    now this is theoretical stuff, based on my observations:

    -to determine if the arrow hits a soldier, the program will atke into account the heigh and radius values the unit targeted has in the crusaders_unit_prod11.txt file.
    -if it is a positive hit, then the chance in percent to kill a soldier is the lethality value multiplied by 18. this is the base chance, but it will be affected bt the unit's armour value, shield size and shield modifier value, all of those can be found in crusaders_unit_prod11.txt.
    thus bigger units are easier to hit, but that doesnt mean easier to kill, as if they have heavy armour, a large/pavise shield and a full modifier (1) and get hit by low lethality arrows they will be VERY hard to kill.

    hope this helps. you can also make the archer better in melee, faster or with better morale by editing the units txt.

    Lion King




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