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Thread: Help with add and removing Phalanx ability

  1. #1
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Help with add and removing Phalanx ability

    I have started some pretty simple modding to taylor the game to what I feel fits and will hopefully improve my experience...

    I have gotten stuck with a couple of things and I hope someone can help (note this is patched to 1.2)...

    Trying to add phalanx ability to the Triarii:

    type roman triarii
    dictionary roman_triarii ; Triarii
    category infantry
    class spearmen
    voice_type Medium_1
    soldier roman_triarii, 40, 0, 1
    officer roman_early_centurion
    officer roman_early_standard
    mount_effect horse +4, chariot +4, camel +4
    attributes sea_faring, hide_forest, can_sap
    formation 1, 1, 2, 2, 3, square, phalanx
    stat_health 1, 0
    stat_pri 7, 7, no, 0, 0, melee, simple, piercing, spear, 25 ,0.73
    stat_pri_attr spear
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 7, 5, 5, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 2, 0, 0, 0
    stat_mental 10, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 500, 210, 50, 80, 500
    ownership romans julii,romans brutii,romans scipii,romans senate

    This appear to work deploying the unt on screen in phalanx formation, but as soon as they get into a fight I get CTDs...

    And for removing the ability from Pharoh's Guards:

    type egyptian elite guards
    dictionary egyptian_elite_guards ; Pharaoh's Guards
    category infantry
    class spearmen
    voice_type Heavy_1
    soldier egyptian_elite_guards_new, 40, 0, 1
    officer egyptian_standard
    attributes sea_faring, hide_forest, can_sap, hardy
    formation 1, 1, 2, 2, 5, square
    stat_health 1, 0
    stat_pri 12, 8, no, 0, 0, melee, simple, piercing, spear, 25 ,1
    stat_pri_attr no
    stat_sec 10, 4, no, 0, 0, melee, simple, piercing, sword, 25 ,1
    stat_sec_attr no
    stat_pri_armour 7, 7, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 2, 2, -2, -2
    stat_mental 10, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 620, 330, 70, 100, 620
    ownership egypt

    They are rendered correctly with normal spears and move okay. When they charge they switch to their swords and once in the fight swtich back to spears which appears to frequently cause another CTD...

    This represent the two threads of thought I was having, one was to beef up most spear units with the phalanx ability and the other is to restrict it to the Helenic cultures (and reduce it's use for the Egyptains)...

    Anyone encountered this before (or am I missing something hugely obvious)??

  2. #2
    CA CA JeromeGrasdyke's Avatar
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    Default Re: Help with add and removing Phalanx ability

    Quote Originally Posted by Bob the Insane
    Anyone encountered this before (or am I missing something hugely obvious)??
    You need to make sure that any unit you give the phalanx ability to is using skeletons which support the phalanx animation set. Check the unit's soldier model type in descr_model_battle.txt for the skeleton names, then check in descr_skeleton.txt wether those skel's have the necessary anims. Animations are generally treated at face value - for example you could attach the axeman skeleton to a model which has a sword, and you'd see the guys on the battlefield swinging a sword as if it were an axe - but there are a few specific cases:
    1) Phalanx and Testudo formations on a unit mean that those units must use skeletons which support the Phalanx or Testudo animation sets
    2) Units with missile weapons must support the missile attack animation set
    3) Units with melee weapons must support the melee attack animation set (this is generally all units)

    There may be a few others which don't immediately spring to mind (possibly the Warcry ability).
    "All our words are but crumbs that fall down from the feast of the mind."
    -- from 'The Prophet' by Kahlil Gibran

  3. #3
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Help with add and removing Phalanx ability

    Thanks for the help....

  4. #4
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Help with add and removing Phalanx ability

    Woohoo....

    Checking descr_model_battle.txt and comparing "soldier roman_triarii" with "soldier egyptian_elite_guards_new" gave me the hint...

    For "soldier roman_triarii" for skeleton (which already had the value - fs_spearman) I added fs_swordsman (so it looked like fs_spearman, fs_swordsman)...

    It works a treat and as a bonus Triarii have already been modeled with swords so you don't have to play around with textures...

    edit: I have the Triarii the same stat_sec as Princeps, it seems to work fine..

    The units have swapped roles successfully and no CTD...

    Interestingly for changing phalanx to plain spear units you do not appear to remove the skeleton for fs_swordsman. Merely setting stat_sec to "0, 0, no, 0, 0, no, no, no, none, 25 ,1" and stat_sec_attr to "no" (and removing phalanx from formation obviously) seems to stop them switching to their secondary weapon, whihc I think to the cause of the CTDs (allowing using to have two melee weapons when they are not phalanx units)...

    So thanks a ton Jerome... Now all I have to do is decide what feels balanced to me so far Triarii rock but the Pharohs Guard while still pretty uber are alot weaker than they were with phalanx...
    Last edited by Bob the Insane; 02-13-2005 at 13:12.

  5. #5
    Member Member Legionario's Avatar
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    Default Re: Help with add and removing Phalanx ability

    no way...it CTD.......
    Il dado è tratto....

  6. #6
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Help with add and removing Phalanx ability

    Quote Originally Posted by Legionario
    no way...it CTD.......
    As long as I remove the secondary weapon from the spearmen (set stat_sec to zeros and None where appropriate, the the triarii default stats) I do not get CTDs. If I leave those values in I do get them...
    Last edited by Bob the Insane; 02-14-2005 at 17:13.

  7. #7
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Help with add and removing Phalanx ability

    To be more precise I used the following stats:

    type roman triarii
    dictionary roman_triarii ; Triarii
    category infantry
    class spearmen
    voice_type Medium_1
    soldier roman_triarii, 40, 0, 1
    officer roman_early_centurion
    officer roman_early_standard
    mount_effect horse +4, chariot +4, camel +4
    attributes sea_faring, hide_forest, can_sap
    formation 1, 1, 2, 2, 3, square, phalanx
    stat_health 1, 0
    stat_pri 7, 7, no, 0, 0, melee, simple, piercing, spear, 25 ,0.73
    stat_pri_attr spear
    stat_sec 7, 2, no, 0, 0, melee, simple, piercing, sword, 25 ,1
    stat_sec_attr no
    stat_pri_armour 7, 5, 5, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 2, 0, 0, 0
    stat_mental 10, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 500, 210, 50, 80, 500
    ownership romans julii,romans brutii,romans scipii,romans senate



    type egyptian elite guards
    dictionary egyptian_elite_guards ; Pharaoh's Guards
    category infantry
    class spearmen
    voice_type Heavy_1
    soldier egyptian_elite_guards_new, 40, 0, 1
    officer egyptian_standard
    attributes sea_faring, hide_forest, can_sap, hardy
    formation 1, 1, 2, 2, 5, square
    stat_health 1, 0
    stat_pri 12, 8, no, 0, 0, melee, simple, piercing, spear, 25 ,1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 7, 7, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 2, 2, -2, -2
    stat_mental 10, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 620, 330, 70, 100, 620
    ownership egypt



    And I did the following in descr_model_battle.txt:

    For "soldier roman_triarii" for skeleton (which already had the value - fs_spearman) I added fs_swordsman (so it looked like fs_spearman, fs_swordsman)...

    The above appears to work fine...

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