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Thread: Modding archery stats

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  1. #1

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    Hi all

    Maybe it is my impression but archery is way too weak even against unarmoured units. As for handgunners, they are completely useless. Castle sieges are also way too easy for the attacker. Is there a realistic mod of the project stats? Is it possible to mod the siege duration and wall hit point (if not I will just mod the siege engine damage)


    Thanks

  2. #2

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    You can mod the power of the artillery which is the number of hit points subtracted from hitting a target such as walls. I would suggest increasing the accuracy of units like archers, xbows, guns, etc if you want more effective ranged units. It's also possible to change the ammo for each type of unit including the artillery. You can make these changes by editing the files PROJECTILESTATS.TXT and CRUSADERS_UNIT_PROD11.TXT. If you do change anything in these files, you won't be able to play multiplayer. Save copies of the originals before making any changes.

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  3. #3
    Tired Old Geek Member mfberg's Avatar
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    I would increase accuracy in the bows, or give the archers 2-4 more arrows. You could also make the mounted longbow reload while moving (makes HA much more dangerous). Decreasing the power of Art to around 75-100 and 200 for seige cannon makes it much harder to knock down everything in sight with 2 cannon.

    mfberg
    It is not complete until the overwieght female vocalizes.

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  5. #5

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    How about modding siege duration in the campaign map. Is it possible?

  6. #6
    Member Member Spartiate's Avatar
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    Just for laughs one time i modded the game to give myself the ability to train Sherwood foresters in units of 100 men each.Then to increase my enjoyment i incresed their range,power and lethality.I then trained 16 units giving me 1600 men and started the game about 15 years before the Mongols show up.Got my Foresters to Khazar and just sat back and waited.The poor Mongols had no idea what hit them.Whole units were just falling over in their tracks.It was good for kicks but i would never do it in a serious game as it ruins the enjoyment of planning a campaign and quikly becomes boring
    "Go tell the Spartans,stranger passing by that here,obedient to their laws we lie."

  7. #7
    Teppo Taisho Member Maeda Toshiie's Avatar
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    You can mod the power of the artillery which is the number of hit points subtracted from hitting a target such as walls. I would suggest increasing the accuracy of units like archers, xbows, guns, etc if you want more effective ranged units. It's also possible to change the ammo for each type of unit including the artillery. You can make these changes by editing the files PROJECTILESTATS.TXT and CRUSADERS_UNIT_PROD11.TXT. If you do change anything in these files, you won't be able to play multiplayer. Save copies of the originals before making any changes.

    Using the Gnome Editor to edit the stats is the best, as opposed to using Notepad.

    I would increase accuracy in the bows, or give the archers 2-4 more arrows. You could also make the mounted longbow reload while moving (makes HA much more dangerous). Decreasing the power of Art to around 75-100 and 200 for seige cannon makes it much harder to knock down everything in sight with 2 cannon.

    In STW 1.03, archers have their no. of arrows increased from 28 to 36, a rather substantial increase. If you want any ideas regarding modding of missile type, Medmod has rather a interesting implementation of a separate compound arrow stats.

    How about modding siege duration in the campaign map. Is it possible?

    No, that is hardcoded.
    Keeping the ashigarus in line since 1575

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