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    CA CA JeromeGrasdyke's Avatar
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    Although we're still a bit left in the dark considering the tools, I can completely understand that just releasing company made tools isn't always the obvious thing to do. Still I would like to add that mods do sell games.

    Yes, totally true. But it's one thing to have a tool for internal use, and another to release it to the public at large. There are some legal issues, and business ones as well, which need to be thought through and dealt with.

    Many, many of us have been desperately and intensely trying to slow down the "kill rate" or rate in which combat happens. So many of us feel combat is over way too quickly and there should be more time for the fight to commence thus allowing more tactics not to mention a more "epic" feel to the battles.

    Increasing the number of hit points is probably the best way to go, as long as you multiply all of the hit point numbers by a small amount (x2 or x3). There are a few problems: for one, the engine only supports a maximum of 15 hp, and hence you will need to increase the armour of those troops which are already near the limit in order to compensate. The elephant units are the only ones that come to mind, although the individual general and officer soldiers will also become more vulnerable relative to the other soldiers, and there's not much that can be done about that. Combined with a decrease in the movement modifiers, as you mentioned, this should do most of what you want. Then there may be too much fatigue resulting from the longer battles; it this turns out to be a problem, it could be resolved by adding the 'hardy' attribute to all units (this gives a boost to fatigue resistance). It will also be necessary to increase the amounts of ammo for all missile troops, since it will take at least two hits to kill a soldier, and also the attack strength of all 'precursor' weapons (such as the Roman pilum), since they function as one-shot weapons prior to engagement and their impact will be considerably weakened.

    So, if I am reading this correctly, you are saying that the unit animations can actually increase or decrease not how quickly the unit -appears- to move, but rather how quickly the unit -actually- moves? By "move" I do not mean the movement of limbs, but rather the actual distance travelled over the same amount of time.

    That is correct. The mocap-derived animations drive the distance travelled as well as impact points of weapons, sound events and the movement of the limbs and even the cloaks. The ground type modifier, on the other hand, only modifies the actual distance travelled, and hence the men appear to 'slide' a little when it is large.

    I might be speaking out of school, but I was wondering how I can change the unit sizes. Even at Huge 160 men will not do it. At least 200 men per unit max would be feasable to me. How could that unit size number be changed?

    The preferences file sets a general scale modifier for units in general, from x0.25 to x4 in size, relative to a default average of 40 men per unit. Hence the multipliers of 20,40,80,120,160. The reason for the this is that parts of the engine only support a maximum of 256 men per unit; hence x4 means that a 60-man unit can scale to 240, while a 40-man unit scales to 160. You could create a mod in which most of the units were 60 men in size and run that at x4 to get units of mostly 240 men, but it would run that much slower.

    Spears/pikes vs. cav. We are seeing some odd effects where spear units don't seem to do that well vs. cav. (compared to sword infantry), and horses jump over phalangites, etc. Where should this be adjusted (file and stat), and is it working as intended by CA?

    The default spear vs cavalry bonusses are hardcoded. It may be a balancing issue - I'll ask someone to investigate. Alternatively, you could use the 'mount_effect' entries in the unit database to boost the combat performance of specific units against mount categories or individual mount types. These are applied on top of the default bonus.
    Last edited by JeromeGrasdyke; 10-08-2004 at 14:30. Reason: clarification
    "All our words are but crumbs that fall down from the feast of the mind."
    -- from 'The Prophet' by Kahlil Gibran

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