You won't find many small 'tweak' mods because it's normally simpler just to tell the person how to make the change and leave it up to their personal preference (it also means that you don't run the risk of overwriting other changes you've made to the same file). As such any index of 'tweaks' so to speak would be little more than a series of 'how to mod' guides, the list of which you can find on our Guides, Tutorials & Tools forum.
For major mods, the place to look should always be in their readme file or in their initial release post which should document the changes that have been made. If the modders want to they can maintain a living readme (or a link to one) in the Forge of the changes they'd made.
There's no standardised terminology to describe mods re the extent of the changes they make. The idea has been discussed but it's never caught on. There are broad categories (of which you can find out a little more here) but it's rather incumbent on the modder to describe his mod accurately to his audience using whatever terminology he thinks is appropriate.
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Wardogs and ammunition can be easily adjusted in your export_descr_unit file
Wardogs
Here's the entry:
Code:
type barb wardogs briton
dictionary barb_wardogs_briton ; Warhounds
category handler
class heavy
voice_type Light_1
soldier barb_handler, 12, 36, 1.2
animal wardogs
attributes sea_faring, hide_forest
formation 2.2, 2.2, 3, 3, 3, horde
stat_health 1, 1
stat_pri 6, 4, no, 0, 0, melee, simple, piercing, knife, 25 ,1
stat_pri_attr no
stat_sec 14, 4, no, 0, 0, melee, other, piercing, none, 25 ,1
stat_sec_attr no
stat_pri_armour 3, 1, 2, leather
stat_sec_armour 2, 1, flesh
stat_heat 2
stat_ground 2, -2, 3, 2
stat_mental 4, normal, untrained
stat_charge_dist 40
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 610, 40, 60, 80, 510
ownership britons
If you want to halve their number just change this line:
Code:
soldier barb_handler, 12, 36, 1.2
to
Code:
soldier barb_handler, 6, 18, 1.2
The 6 is the number of soldiers (6 is the minimum) and 18 is the number of dogs.
Ammunition
Code:
type barb chariot light briton
dictionary barb_chariot_light_briton ; British Light Chariots
category cavalry
class missile
voice_type Medium_1
soldier barb_chariot_archer, 18, 9, 1
mount barbarian heavy chariot
mount_effect elephant -8, camel -4
attributes sea_faring, hide_forest, frighten_foot, cantabrian_circle
formation 8.5, 9, 15, 15, 2, square
stat_health 1, 2
stat_pri 14, 5, arrow, 120, 60, missile, archery, piercing, none, 25 ,1
stat_pri_attr no
stat_sec 10, 7, no, 0, 0, melee, blade, slashing, none, 25 ,1
stat_sec_attr launching, ap
stat_pri_armour 3, 1, 0, leather
stat_sec_armour 0, 1, flesh
stat_heat 2
stat_ground 0, -2, -4, 2
stat_mental 12, impetuous, untrained
stat_charge_dist 40
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 500, 170, 50, 80, 500
ownership britons
Look at this line:
Code:
stat_pri 14, 5, arrow, 120, 60, missile, archery, piercing, none, 25 ,1
The 60 is the ammunition, reduce it for those you want to have less (minimum of 2) increase it for those you want to have more.
Multiple turns
Myrddraal had to take the script generator down for a short while and will upload it again as soon as he gets the chance.
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