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Thread: Unit parameters can be edited !

  1. #1

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    I have found that the developers did leave a way to edit important unit parameters. The parameters in the file TroopStats.txt, which TheDaimyo posted, are used by the game when a battle starts. These parameters control unit speed, combat values such as attack/defend/armour/morale, ammo for ranged weapons and a few other things. They may have done this because we requested it. It will be possible to rebalance the units over a wide range of performance.

    A saving grace is that all players must have the same TroopStat values or else the game goes out of sync. The game went out of sync right after the battle started before any units were engaged. That should prevent cheating, but of course I haven't tested many possibilities yet.

    I found that Mongol HC and LC still posses a considerable advantage over Japanese HC and LC even if given the same values. This advantage must be being added in by the main executable file. You can lower the Mongol values below the Japanese values to reduce this difference if you want to. With equal parameters, I found that MHC still beat JHC by about 60 kills to 14 losses which is still a considerable advantage. The JHC had a very slight height advantage since I ran the test on Totomi. My modified MHC moved at the same speed as the JHC, and you can see that the defence and armour values are in fact changed by pressing F1.

    There is also a file named Projectiles.txt which contains parameters for the ranged weapons such as range, accuracy, reload time and power, etc. The lower and upper limits of these parameters is not given, and I already know that you can go too high on range which breaks the game. Once again, the game will go out of sync if all do not have the same parameter values. In this case that didn't happen until a modified archer tried to engage an unmodified archer.

    Now we can do our own play testing, and come up with an alternate set of values for the TroopStat and Projectiles files.

    The impetus for me to go poking around was supplied by Kraellin in a conversation I had with him. He pointed out that TheDaimyo's posted values came from a text file, and wondered if the new game might be picking up parameters from editable files.

    Puzz3D (a.k.a. MizuYuuki)

    [This message has been edited by Puzz3D (edited 08-13-2001).]

    [This message has been edited by Puzz3D (edited 08-13-2001).]

    [This message has been edited by Puzz3D (edited 08-13-2001).]

    _________Designed to match Original STW gameplay.


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  2. #2
    Senior Member Senior Member Erado San's Avatar
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    Hi Krae,

    could you mail me those files? I'd like to have a look at them now, as I don't know when I'll get the game.
    A voice from the past is heard in the lands...

  3. #3
    Member Member DoCToR's Avatar
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    When you modify these parameters does it modify them in a generic way?! Or do you have to modify each unit much in the way the logfiles work...?

    i.e. IF i modified Japanese or Mongol HC, would all HC created and played with in future have the modified values...?

    Seems like this could be an excellent finding Puzz3D

    Although it could pose major problems with online play, if too many people start modifying their units and forget which ones they have done..!!

    lol

    =MizuDoc Otomo=
    =Clan Takiyama=

  4. #4
    Senior Member Senior Member Vanya's Avatar
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    *sigh*

    Looks like online play will cease to be worthy... I foresee too many 'out of sync' drops in the future. I for one, think editing values would be idiotic... but who am I to say?


    [Sips sake, eats popcorn]

  5. #5

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    Erado San,

    I am not Kraellin.

    I can mail you the files, but not until I get home from work in about 7 hours.


    Doctor,

    You modify a unit type, and all units of that type are changed. It's very easy to get things messed up, and get confused about what you have changed. Definitely save the original file to a new name before you start changing things.

    Vanya,

    It shouldn't be a big problem. Anyone who changes these numbers on their own is not going to be able to play online. To be useful, a standard modified parameter set will have to be agreed upon. I see this as a positive thing. You could set up a chat room for the modified game, and play in there.

    Puzz3D

    [This message has been edited by Puzz3D (edited 08-13-2001).]

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  6. #6
    Senior Member Senior Member Dark Phoenix's Avatar
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    I dont think there has ever been a Puzz3d in Dragonball Z.

    I think it would have to be changed back to the original as I dont think people will change it to the same as what you have.



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  7. #7

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    Phoenix,

    You're missing the point. The game will have to be played with the default values for now. However, a group of play testers might be able to come up with a generally acceptable modified parameter set. Any attempt for one person or even a very small group to dictate new parameters will fail.

    Puzz3D

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  8. #8
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    i certainly hope there will be enough intelligent people who would be willing to play with modified (read: more realistic) unit stats (amogst other things)

    this might as well be the last thing that will keep Shogun going for a little bit longer for me

    ------------------
    I'm a man... I can change... If I have to...
    ...I guess...

  9. #9

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    my Khan states that he is happy with the info and was thinking to add a possibility in the logfilereader to change the values more easy and have a defeault option and so on to change the fiels fast and save... now he is searching for the txt files
    quote:I gallop messages around, dont track me I can bring war as well

  10. #10
    Senior Member Senior Member Kraellin's Avatar
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    ok, here's the deal. as yuuki said i went to see thedaimyo's post on his web site and noticed that this matched up with the troopstats file found in the main dir of the WE. i wasnt sure if this was just an info file or really being read by the program for unit stats. nice work, yuuki, on finding this out for sure. i was just going to keep my mouth closed till more testing was done to see if this was going to allow us to make a unit editor or just allow cheaters to hack things. if what yuuki says is true then we're in the ball game with stat editing and we can do this one of two ways. we can make a program to change this on the fly or we can just swap troopstat files in and out as needed.

    before you do any modifying, do what yuuki says, make a backup of the file and hide it away, preferably on a floppy or writable cd. push come to shove you can always get it back from the original cd.

    magy, if you want to include it as part of a new log file reader then that would be great. i too dont see this as a major problem to finding compatible games, since you can always just swap the original file back in for standard games.

    and, as yuuki also stated, there are other stat files in the main dir. we can look at those as well. i believe we can also even modify the texture files if we want to, but that too carries the onus of compatibility amonst players.

    this is how the file looks...more or less:

    Projectile type: NONE = 0, LONG = 1, MTLG = 2, ARQB = 3, MSKT = 4, NINJ = 5
    Unroutable: true = 1, false = 0
    Marching speed: 1 - 24
    Running speed: 1 - 24
    Charging speed: 1 - 24
    Minimum turning speed: 2 - 8
    Maximum turning speed: 2 - 8
    Max turning angle whilst in motion: 8 - 256
    Speed at which soldier turns towards the direction of motion 8 - 8
    Space between neighbours left and right: 30 - 125
    Space between neighbours back and front: 30 - 125
    Enemy engagement proximity threshold: 500 - 2000
    Charge bonus: -6 - 12
    Melee bonus: -6 - 12
    Defence bonus: -6 - 12
    Armour level: 1 - 12
    Honour level: -4 - 8
    Ammo ( arrows or bullets ): 0 - 255


    SamuraiArchers
    {
    1, 1, 6, 10, 10, 2, 8, 8, 256, 75, 75, 500, 2, 0, -1, 1, 0, 28
    }

    YariSamurai
    {
    0, 1, 6, 10, 10, 2, 8, 8, 256, 75, 75, 1500, 0, 0, 2, 2, 2, 0,
    }

    Naginata
    {
    0, 1, 4, 8, 8, 2, 8, 8, 256, 75, 75, 1500, 4, 0, 6, 5, 4, 0
    }

    Nodachi
    {
    0, 1, 7, 12, 12, 2, 8, 8, 192, 75, 75, 1500, 8, 6, -2, 1, 8, 0
    }

    CavalryArchers
    {
    2, 1, 8, 20, 20, 2, 8, 8, 64, 115, 125, 500, 3, 1, 2, 3, 0, 28
    }

    HeavyCavalry
    {
    0, 1, 8, 20, 20, 2, 8, 8, 8, 115, 125, 1500, 5, 2, 6, 5, 4, 0
    }

    YariCavalry
    {
    0, 1, 10, 24, 24, 2, 8, 8, 8, 115, 125, 1500, 8, 2, 3, 3, 2, 0
    }

    YariAshigaru
    {
    0, 0, 7, 12, 12, 2, 8, 8, 96, 75, 75, 1500, 0, -1, -1, 2, -4, 0,
    }

    Phantoms
    {
    0, 0, 7, 12, 12, 2, 8, 8, 96, 75, 75, 1500, 0, -1, -1, 2, -4, 0,
    }

    Arquebusier
    {
    3, 0, 7, 12, 12, 2, 8, 8, 128, 75, 75, 500, 0, -6, -3, 2, -4, 40
    }

    Musketeer
    {
    4, 0, 7, 12, 12, 2, 8, 8, 192, 75, 75, 500, 0, -6, -3, 2, -4, 40
    }

    WarriorMonk
    {
    0, 1, 7, 12, 12, 2, 8, 8, 256, 75, 75, 1500, 4, 5, 2, 1, 8, 0
    }

    A_Ninja
    {
    5, 1, 8, 18, 18, 2, 8, 8, 256, 75, 75, 300, 4, 8, 4, 4, 8, 100
    }

    A_SwordsMan
    {
    0, 1, 10, 16, 16, 0, 8, 8, 256, 75, 75, 2000, 8, 18, 2, 8, 8, 0
    }

    A_Mongol_Javelin_Thrower
    {
    6, 0, 7, 12, 12, 2, 8, 8, 192, 75, 75, 400, 0, 0, 0, 5, 0, 4
    }

    A_Mongol_Spearman
    {
    0, 0, 6, 10, 12, 2, 8, 8, 256, 75, 75, 1500, 0, 0, 1, 2, -1, 0
    }

    A_Mongol_Polearmsman
    {
    0, 0, 5, 8, 10, 2, 8, 8, 256, 75, 75, 1500, 4, 2, 4, 4, 0, 0
    }

    A_Grenadier
    {
    7, 0, 6, 8, 10, 2, 8, 8, 256,100,100, 100, 0,-6, -3, 2, 4, 3
    }

    An_Ashigaru_Xbowman
    {
    8, 0, 7, 12, 12, 2, 8, 8, 96, 75, 75, 500, 0, -6, -3, 1, -5, 16
    }

    A_Nijinata_Cavaleryman
    {
    0, 1, 8, 16, 20, 2, 8 , 8, 8,115,125, 1500, 4, 5, 2, 4, 8, 0
    }

    A_Mongol_Light_Cavaleryman
    {
    2, 0, 10 ,26, 26, 2, 8, 8, 128,125,140, 1500, 4, 2, 2, 4, 4, 28
    }

    A_Mongol_Heavy_Cavaleryman
    {
    0, 0, 10,20, 24, 2, 8, 8, 128,125,140, 1500, 6, 4, 4, 5, 8, 0
    }

    it doesnt display it in the forum quite the same but this is an exact copy of it. (edit: actually, it does show it exactly...i can never figure out why the entering of this text doesnt match up with how it's displayed once submitted) i just cut and pasted it here. the file name is 'TroopStats.txt'. when the daimyo put it on his site he just formatted it a bit differently for easier reading.

    frankly, i dont really see this being used all that much. folks barely make use of the mods that we have already so i dont anticipate they'll use this that much either. if it was part of the setup in the multi game then it prolly would be, but most are going to be too lazy or too worried about finding a game to go into this all that much.

    there is one other caveat to all this as well, the executable still does things with these stats at times that we dont necessarily know about, like yuuki's post about the charge stat for hvy cav being 'stuck' to on all the time. so even if we modify the stats we wont necessarily get the results we want. we're still going to need a patch to fix some things, i'm thinking.

    well done on the testing, yuuki. i'm glad to hear it crashes if stats dont match up machine to machine. it does make me wonder one thing, though...even if both players match up completely might there not be some crc or checksum checking that is done to make sure it complies with the original settings? ya follow?

    K.


    ------------------
    I'm sorry, but i never apologize.

    [This message has been edited by Kraellin (edited 08-14-2001).]

  11. #11

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    The game played ok on my LAN as long as both machines had the modified file. If it was making a checksum on itself it would have failed the test. I was only playing with a single unit on each side. The MHC was modified, and the JHC was not. I originally tried it several times with the modified file only on the machine that took the modified MHC into battle. The game went out of sync every time. I've never observed any difference between the way the game behaves on a LAN, and the way it behaves onine. I'll try a full fledged 16 unit battle with modified files, and see what happens.


    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  12. #12
    Member Member HATAMOTOKILL's Avatar
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    Some very good work done here! i applaud u
    Think this will come in handy if we feel that some units are just to strong in the game?Or maybe give ARC more arrows?

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  13. #13

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    ok i will update the logfilereader in my vacation, 2-15 sept

    i will include a troopstatsreader/writer/changer

    eventually we will have a solid group of serious gamers and with a good nonclanbased campaign comming we might need a true balance between the races....

    i think by adhusting the stuff we can play mongols vs mongols just by using the other set of japanese units....
    quote:I gallop messages around, dont track me I can bring war as well

  14. #14
    Senior Member Senior Member The Daimyo's Avatar
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    Well, thanks for inviting me to the table...

    I have already tested all of this as well, though I didn't have a LAN to do that test, thank goodness someone did. That will narrow down the search for the file that the game is checking for.

    It allows us to enter the field of battle, online, and then as soon as we hit start it drops the player who JOINED the host. The host is unaffected.
    This presents a major problem!!!

    If some smart ass learns of this, he can host games with modified files, COMPETITIVELY, and rake in the points as people fall out of his games, time after time.
    Thanks to AMP, we figuered this out last night, at the expense of 3 points on Amp's behalf

    Now, this is serious!!! This is an online Comp game breaker!!!

    I had hoped that noone was going to go poking into that stuff, but alas I know that's just silly of me to think that.

    We need to get this under control and figured out as quick as possible. I'm talking officially! The Developers need to do something with this quickly or we're all gonna have to stop playing Comp games with anyone we don't know. (Gee, that sounds like the way we've been doing it for a year now! )
    I have hopes that we can edit this part of the game, and make it work, online and off. There's a few things that the developers need to change though, before that can happen I believe.

    On the lighter side:
    I made 8 modified TroopStats.txt files that you can use in singleplayer games. It works flawlessly so far in that respect. I made the Hojo tough so I could actually get a good fight out of them when I play as the Mongols.
    I also figured out how to make the linear Campaigns (like Oda's campaign).

    Now, what should we do with this now?



    ------------------
    The Daimyo
    Miaowara "Kakizaki" Tomokato
    @ http://www.planettotalwar.com

    [This message has been edited by The Daimyo (edited 08-14-2001).]

  15. #15
    Senior Member Senior Member The Daimyo's Avatar
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    Erado, please email Graham with this info! Thanks!! (I'll email youas well, just in case you don't get to this thread in time)


    ------------------
    The Daimyo
    Miaowara "Kakizaki" Tomokato
    @ http://www.planettotalwar.com

  16. #16
    Senior Member Senior Member Kraellin's Avatar
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    thedaimyo,

    so, what's the problem? i dont play comps anyways...too much testosterone in those games. *grin*

    kidding aside, i understand. if the dev guys are willing to patch this a bit we'd have to have the game check for modified stats and alert others upon connecting with a given host. i wouldnt want to see it check for modified stats and then disallow that person to host or play as we do seem to want to be able to modify the stats, we just want it done fairly and up front. so, when a host player goes to host in the foyer a check could be done for modified stats and an alert added to the game info bar, the bar where it tells about morale, fatigue, limited ammo, season, game style. it would then be up to the players to join or not based on this. that's the simplest way i can think of allowing modified stats without barring them but still alerting others to them. i think this would work, unless there is some way to load those stats in after a person sets up as host, a swap out maybe by alt-tabbing? i'd rather not see a check done as the game is loading to the battlefield; i can see more undefined crashes to desktop with that method and we've got enough of those with vid cards and drivers.

    perhaps someone could check to see if a swap could be done after a person sets up as host to see when the stats are actually loaded....oh, lol, of course they're loaded after you pick your units and start the game....doh. ok, so it's going to have to check during the game load...rats! ok, then the next best place to check it would be as each player finalizes his unit picks and gets routed to the screen for waiting for the game to go to the battlefield, yes, no? or could someone swap out from there also, if he was quick?

    bah, now every crash from a comp game is going to be: 'you cheater, i crashed, therefore you modified your stats'. lol. glad i dont play comps any more.

    also, notice in that troopstats file that there is a unit in there called 'phantom'. anyone know what this one is? also, the A_swordsman is obviously the kensai...18 melee! sheesh!

    K.


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  17. #17
    Senior Member Senior Member Erado San's Avatar
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    Mail is on the way. If I have the choice of a community moddable game with rankings ff'd up even more, or an unmoddable game with only 75% ff'd up ranking, Gimme the mods.
    A voice from the past is heard in the lands...

  18. #18
    Member Member DoCToR's Avatar
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    I agree with Erado here...i like the idea of personally modifying the units the way i would see fit...especiallyfor my own SP campaigns.

    However for multiplayer, this is gonna be a little more on the complicated side...especially with the over-competitive nipples out there with whom rankings are more important than the fun of the fight!

    Between the more "respectable" members of the online players this shouldn't be too great a problem though. Although as it stands it appears to me that there needs to a better way of controlling and moderating this feature for online battles....this is where CA come into the equation!

    Regards,
    Jamie
    =MizuDoc Otomo=
    =Clan Takiyama=

  19. #19

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    TheDaimyo,

    I checked your site first to see if you had anything there about this before I posted, and you didn't. I gave you credit for finding the TroopStat file in my original post. I thanked you, in the general forum, for posting the unit stats from that file. If you choose to keep something secret, how can you be properly credited?

    What does it mean to break something that's already broken? Online comp was already broken in the original STW game. The problem is that the host gets the win if the joiner drops for any reason. If the server were changed so that all players in a game must be present at the end then the host couldn't get unearned wins, and the joiner wouldn't get stuck with unearned losses. You would get more unrecorded results, but that would be better than the way it is now.

    That the game goes out of sync if the unit parameters don't match is the saving grace. If that didn't happen, then people could cheat with modified units. I don't think any file check is causing the out of sync event. All the files have already been loaded when you hit begin battle. It's the inconsistency of the datasets that causes the out of sync. It's not going to be possible to check every permutation of the dataset to make sure the game always goes out of sync. I've already established that, if you modify the archers range, the game doesn't go out of sync until the archers actually engage.

    I think the ability to modify unit parameters is a positive thing. It's possible that, after a period of feedback, the developer will switch back to non-modifiable units with the parameter set the player community determined to be optimal incorporated into the game.

    What we should do is try to come up with a standard modified parameter set for online play. For instance, you could tone down the monks a bit, and give archers more arrows to increase their importance. The Mongol army looks like it will need a lot of careful playtesting to come up with something viable. Getting agreement on a standard dataset is going to be very difficult, and players will have to compromise on what their individual prefernces might be. The goal should be to make a balanced army the army of choice rather than loading up on one or two unit types conferring an advantage. For single player, people can use whatever custom set they like.


    Kraellin,

    You got it. Good thinking. The unit parameters load when you go to 3D battle mode. I can ALT TAB out of the game at the host screen and change unit stats. I haven't tried changing stats when you're sitting at the "begin battle" prompt.

    MizuYuuki ~~~
    Clan Takiyama ~~~

    [This message has been edited by Puzz3D (edited 08-14-2001).]

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  20. #20
    Nur-ad-Din Forum Administrator TosaInu's Avatar
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    Konnichiwa,

    This edit of unit stats is the best thing that ever happened to this game. And I completely agree with Erado here. Play fun games with friends, play comp games with friends. Play friendlies with strangers.

    Thank you very much CA/DT.



    ------------------
    Ja mata
    Toda MizuTosaInu
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    http://www.takiyama.cjb.net
    Ja mata

    TosaInu

  21. #21
    Senior Member Senior Member Kraellin's Avatar
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    yuuki,

    the only problem with not giving someone a win when someone else drops is that you then encourage escapers; joe blow sees he's about to lose so he simply escapes to avoid a loss to his honor points..mind you i say points here and not honor.

    the point you raise about archers and the game not going out of sync until the archers actually try to fire or come into range makes this a bit more difficult. there would have to be an active check of all player modable files before the battlefield game actually began but after the units were picked by all players. in fact, because some hackers actually hack what's in their memory, i can easily see some fellow making a simple bat file to swap out the files after a check was made and simply loading the modified stats into memory, so you may be right, yuuki, we may have to change how the game handles drops for the inevitable out of syncs caused by such a swap...or just play friendlies. there's an old saying about locks. no matter how good the lock, it isnt pick-proof...some just take a little longer to do. so maybe the solution isnt in trying to make a better lock, but rather making it not worth while to do...no reward for doing so.

    K.


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  22. #22

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    Kraellin,

    I tried modifying the unit stats by ALT TAB while at the "begin battle" prompt, and the new values were not used by the game. I think the new values get picked up when you go from the unit selection screen to the 3D battle screen. The game doesn't go out of sync until the battle starts. If someone were to modify the values in memory after the battle had started, I think the game will go out of sync. It's much like the way the game will go out of sync if everyone doesn't have the same map. It's the inconsistency of the data that's causing it.

    A full fledged Mongol vs Japanese LAN battle with modified MHC and LHC worked fine. I was also able to establish that the charge bonus is not the parameter that is giving the MHC their advantage.

    There are other parameter .txt files in the main directory as well: anti troops tables, building preferences, invasion thresholds and unit choices. Most of these control what the ai clans do in the single player campaign. It isn't clear what the various values in the tables do. There are a lot of entries, but not much info on them.

    I don't think you can have a serious game between strangers online. It's best to play friendly against strangers. Right now drops for technical reasons are giving the joiner a loss. Surely a non-result is better in that case.

    MizuYuuki ~~~
    Clan Takiyama ~~~



    [This message has been edited by Puzz3D (edited 08-15-2001).]

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  23. #23
    Senior Member Senior Member The Daimyo's Avatar
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    Puzz3D, I think that there's a reason that the modified stats work offline and in LAN games, whereas in online MP games they don't.

    The stats of both players could be modified the same, same file, same numbers, same everything, but it won't let you start the battle. It lets you get done with all your unit selection and placement on the battlefield, but each time it drops the "joiner" in this case as soon as the both parties have hit the continue button. No actions, movement, or whatever, is necessary.
    What I've found is that the units are failing a checksum. I can only assume that the EXE contains that hard coded within. This may mean that we won't be able to do this at all online. (yet?)

    I also found out that you CAN max out the number of maps allowed to be shown. If you go over then it will remove files from the list in a particular order.

    Those who have played Rogue Spear Urban Ops should know this problem as well. We ran into the same thing there at around 75 maps. With Shogun WLE it's a much higher number. This should be changed by the developers, ASAP!

    Another odd note here, I looked through my Errors Log and I found errors reported that I didn't see happen while playing. Mostly a particualr Sound Call error. Missing files or something. Hmm...

    There's a long list of stuff that I've found all over the place, things that are coming soon (or are outright missing from things), like the Multiplayer Campaign.
    If you look through the text files, you'll see what I'm talking about.
    I'll give a list later, perhaps, or maybe Puzz or Kraellin can do it.

    PS-OBTW Puzz, I didn't say anything sooner because I didn't want this information getting into the wrong hands before we had a chance to test things and break them, accordingly



    ------------------
    The Daimyo
    Miaowara "Kakizaki" Tomokato
    @ http://www.planettotalwar.com

  24. #24
    Senior Member Senior Member The Daimyo's Avatar
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    Default

    The Anti_Units.txt is a puzzel. It contains 21 values that relate to the 21 units, 21 ways each. Each number corresponds in order to the place in a particular order.

    Starting from, the top, we have the Samurai Archers. That corresponds to the 1st number in each of the 21 listings.

    2 examples:

    Anti troop tables..

    lsamuraibeingattacked ( this is the Samurai Archers)
    {
    5, 2, 5, 4, 6, 12, 10, 5, 0, 0, 0, 3, 3, 1, 2, 5, 0, 2, 10, 15, 10
    }

    samspears (this is the Yari Samurai)
    {
    10, 3, 3, 5, 0, 0, 0, 2, 10, 15, 10, 2, 0, 15, 5, 5, 10, 5, 0, 0, 0
    }

    Now, as you may notice, the numbers are different based on who they would be facing for each value given.
    In the case of Samurai Archer vs. Yari Samurai it gives 2 different values:
    Samurai Archer's vs YS = 2
    Yari Samurai vs SA = 10

    Now, what do these numbers represent?
    If they are representative of the units in the order that they are given on this list then the numbers should correspond with some form of a calculation that is done to arrive at those numbers.
    If the order of the numbers given here correspond to the order of the units in the TroopStats.txt then my example is null and void, instead it will be the SA vs Ashi.Crossbowman and then the Ashi.Crossbowman vs the Samurai Archer.
    At least in BOTH cases we know that the Samurai Archer is the First unit on the list!

    You'll get some mathematical results by consulting a different list...
    Look at the TroopStats.txt and find out what they stack up at normally:

    Samurai Archer Stats:

    Charge Bonus: 2
    Melee: 0
    Defense: -1
    Armor: 1
    Honor: 0

    Yari Sam. ?

    Charge Bonus: 0
    Melee: 0
    Defense: 2
    Armor: 2
    Honor: 2

    or

    Ashigaru Crossbowman ?
    Charge Bonus: 0
    Melee: -6
    Defense: -3
    Armor: 1
    Honor: -5

    Now, what type of mathematical computations do we need to use in order to arrive at the numbers given in the Anti_Units.txt?

    Since I'm pretty fuzzy about the proper mathematical methods to figure this out, I'll need to sit on this for a bit till I can get it. Perhaps we'll get lucky and have a math whiz around?

    I'll venture to guess that you will be able to arrive at these final numbers via the old STW combat variables system.

    With that in the air, I will also venture to guess that in order to successfully modify the TroopStats.txt, and have it work online, the numbers given in the Anti_Units.txt are going to need some changing as well.
    Then again, this may only be another piece of the pie.



    ------------------
    The Daimyo
    Miaowara "Kakizaki" Tomokato
    @ http://www.planettotalwar.com

  25. #25

    Default

    i lost track, can the units params be edited and used in the multigame? if yes i will make a unitstat editor/changer.

    we need the mod, but we need also an option that the game goes out of sync if both files dont match...
    quote:I gallop messages around, dont track me I can bring war as well

  26. #26
    Senior Member Senior Member The Daimyo's Avatar
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    No they can't be used in Multiplayer games, yet. We're trying to figure that out now.

    Look through it if you can, and see if you can help out!



    ------------------
    The Daimyo
    Miaowara "Kakizaki" Tomokato
    @ http://www.planettotalwar.com

  27. #27
    Member Member DoCToR's Avatar
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    Default

    ..but does changing the troopstats.txt file definitely work in SP games...??

    =MizuDoc Otomo=
    =Clan Takiyama=

  28. #28
    Nur-ad-Din Forum Administrator TosaInu's Avatar
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    Yes
    Ja mata

    TosaInu

  29. #29
    Member Member Magyar Khan's Avatar
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    i noticed the ai is still silly especially in 3 vs 3 games.

    btw why are the setup circles the same in 30-30 maps?
    Clan Wolves: 10 years in Total War
    visit us at wolves.magyarkhan.org
    and youtube channel https://www.youtube.com/user/ClanWolves
    and watch a Creative Assembly employee struggle in battle....

  30. #30

    Default

    TheDaimyo,

    My assumption that internet play worked the same as LAN play was incorrect. I noticed something last night that made me realize this when I accidentally forgot to put back my original TroopStat file and joined a 2v2 online game. I got the countdown message and was dropped after I hit continue, but before I could deploy. This is different than LAN play. On a LAN, you can deploy and the games goes out of sync after you begin the battle.

    However, I've had to edit this post because Kraellin and I just tested online play with a modified yari samurai. We both changed the defensive value from 2 to 3 for the YS unit. The game worked fine! We engaged and fought with the modified units, and we checked that the defend value was actually changed with the F1 key. We had other unmodified units in the battle as well. This was a simple test with a single change to TroopStat.txt, but it did work. More testing should be done.

    I looked though the anti_units file a few days ago, and substituted the Japanese HC values for the Mongol HC values, and then played a custom battle of a JHC vs an MHC. I didn't notice any significant difference in the battle results. The meaning of the numbers are a puzzle. I love tackling problems like this, but I won't be able to devote a lot of time to it. If I come up with any ideas about what these numbers refer to, I'll post here.




    [This message has been edited by Puzz3D (edited 08-15-2001).]

    [This message has been edited by Puzz3D (edited 08-16-2001).]

    [This message has been edited by Puzz3D (edited 08-16-2001).]

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

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