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  1. #1
    Member Member Gaiseric's Avatar
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    Default Re: Modding Trade Goods?

    Thanks for the Help!!! I got it working after some trial and error. Some goods could just not be assigned to certain regions in the mod I am playing. To make it work I would add about 5 trade goods to 5 regions, save, and then test to see if it worked in game. With this method, I now have different goods assigned to all regions. When I tried to mod trade goods before I assigned them all at once so I wasn't sure what was causing the problems. I was afraid that there was a hidden limit but thanks to your help I was able to mod the game successfully!!!

    Now the regions in game will have a slightly higher income once trading posts are built. I also added some resources across the board to help incomes too. The game I was modding was The Samurai Warlords Mod. I might modify some of the other trade goods in other mods that I have now that I know what I am doing. If I run into any other problems, I will direct my modding questions back to this thread. Thanks again for the help!!!

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    Member Member Gaiseric's Avatar
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    Default Re: Modding Trade Goods?

    Double Post, I got a few questions about unit stats and game mechanics.

    I was wondering if anyone had the formula the game uses for calculating battle losses when two units meet on the field of battle? I had a look at the unit stats and found the charge bonus, melee bonus, defense bonus, armor level, and honor level for each unit in the game. I am just trying to figure out how all these numbers work on the battlefield?

    Also, does anyone know how I can disable the auto-merging that the computer does to my troops after each battle or is there a way to do it manually?

    Thanks:)

  3. #3

    Default Re: Modding Trade Goods?

    Quote Originally Posted by Gaiseric View Post
    Also, does anyone know how I can disable the auto-merging that the computer does to my troops after each battle or is there a way to do it manually?

    Thanks:)
    Click the arrow button to the right of the minimap and uncheck "tidy up units after battle".

    -edit: for your other other query, have a look at the old numerology thread at the (old) .com http://shoguntotalwar.yuku.com/topic/1701
    Last edited by caravel; 01-20-2011 at 17:43.
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  4. #4
    Needs more flowers Moderator drone's Avatar
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    Default Re: Modding Trade Goods?

    Quote Originally Posted by Gaiseric View Post
    I was wondering if anyone had the formula the game uses for calculating battle losses when two units meet on the field of battle? I had a look at the unit stats and found the charge bonus, melee bonus, defense bonus, armor level, and honor level for each unit in the game. I am just trying to figure out how all these numbers work on the battlefield?
    Combat is determined man-on-man, with a combat cycle of about 1 second where each man in contact with the enemy strikes once (and can be hit by many, up to 6?). The kill chance is determined from the unit stats plus all the other factors (fatigue, terrain, formation, etc.). The official strategy guide had the details, a crude overview can be found here.
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  5. #5
    Member Member Gaiseric's Avatar
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    Default Re: Modding Trade Goods?

    Thanks for the links!!! Bookmarked em both :)

    How does the game figure out who dies or survives if the Combat Formula gives fractions like 0.31 and 0.76 for a Kill Chance? I am guessing the guy with the lower kill chance would die, but if there is not much of a margin the man to man combat would go to round two. I will have to watch more closely the next time I play to see if I can spot some good matches.

  6. #6
    Needs more flowers Moderator drone's Avatar
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    Default Re: Modding Trade Goods?

    Each man in combat gets a roll, so to speak, so each attack can kill if the roll falls within the kill chance. On a given turn, two combatants can kill each other.
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    Member Member Gaiseric's Avatar
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    Default Re: Modding Trade Goods?

    I didnt know that the TW Engine uses dice:( Combat still seems to work very well in all the TW games I have played. The ability to maneuver and control the battle as well as all of the economic options available in TW games has not been matched in any of the other strategy/grand strategy games that I have played in the past 20+ years. ( The one exception that I would rate second place would go to Imperial Glory, which has many of the same features as other TW games.) These other strategy games use dice for battles but you really have no control. If two equal, opposing armies battle, it is usually a coin toss on who would win.

    I wonder how the game determines who dies from archer fire? On that note, I was wondering how to use archers successfully in MTW? I would like to keep them in back of my army as I engage the enemies line, but I was wondering how much friendly fire there is in the game? If my archers are killing as many friendlies as I think it may not be worth having them in my army. I might try out some skirmish tactics for them today, but I would appreciate any advice on how to best use archers. Thanks:)

  8. #8

    Default Re: Modding Trade Goods?

    Quote Originally Posted by Gaiseric View Post
    ]On that note, I was wondering how to use archers successfully in MTW? I would like to keep them in back of my army as I engage the enemies line, but I was wondering how much friendly fire there is in the game? If my archers are killing as many friendlies as I think it may not be worth having them in my army. I might try out some skirmish tactics for them today, but I would appreciate any advice on how to best use archers. Thanks:)
    Archers fire over an arced trajectory, so it really depends on terrain, distance, etc.
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  9. #9
    Needs more flowers Moderator drone's Avatar
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    Default Re: Modding Trade Goods?

    There needs to be some randomness to combat, but the various factors make things somewhat predictable.

    Missile kills are based on different missile type stats in the projectile_stats.txt file. The big stats are Range, Accuracy, Lethality, Power, and ArmourMod. To the best of my knowledge, the only thing that affects a unit's missile performance is valour, which improves the accuracy.

    There is friendly fire in the game, the computer is more than willing to let you shoot your troops in the back. The velocity stat affects the trajectory of the missile, a flat trajectory like bullets and crossbow/arbalest bolts really need a clear shot to prevent lots of friendly casualties. This is compounded because armour is the only defense against missiles, and these are AP projectiles. With regular archers, shooting into melee is a little better, especially if your own troops are more heavily armoured. The arc keeps the hits on your own men down, but they will still get hit.
    The .Org's MTW Reference Guide Wiki - now taking comments, corrections, suggestions, and submissions

    If I werent playing games Id be killing small animals at a higher rate than I am now - SFTS
    Si je n'étais pas jouer à des jeux que je serais mort de petits animaux à un taux plus élevé que je suis maintenant - Louis VI The Fat

    "Why do you hate the extremely limited Spartan version of freedom?" - Lemur

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