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    Default Armour Upgrades Discovery

    Over in the mod chat forums, nipinghan1984 has posted a semi-complete extract of the export_descr_unit of M2TW, and it seems that there are different values for different levels of armour upgrades. There are also two values of shield.

    Taken from that page,
    ; stat_pri_armour Details of the man's defences
    ; m tat_armour factor
    ; m tat_defensive skill factor (not used when shot at)
    ; m tat_shield factor (only used for attacks from the front of left)
    ; m tat_sound type when hit = flesh, leather, or metal
    ; stat_armour_ex Details of the man's defences
    ; m tat_armour factor. 4 values. First for base value, then 3 upgrade levels
    ;
    ; it a
    ; i
    defensive skill factor (not used when shot at)
    ; m tat_shield factors. First for melee, second for missile fire
    ;

    Example of a unit, Mailed Knights

    type
    t
    Mailed Knights
    dictionary
    ; Mailed_Knights
    ; Mailed Knights
    category
    ; cavalry
    class
    ; heavy
    voice_type Heavy
    banner faction main_cavalry
    banner holy
    ; crusade_cavalry
    soldier

    Mailed_Knights, 32, 0, 1
    mount

    heavy horse
    mount_effect elephant -4, camel -4
    attributes
    sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, knight
    formation
    2, 4.4, 3, 6, 3, square, wedge
    stat_health
    1, 0
    stat_pri

    10, 6, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    ;stat_pri_ex
    0, 0, 0
    stat_pri_attr no
    stat_sec

    11, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex
    0, 0, 0
    stat_sec_attr
    no
    stat_pri_armour 5, 5, 4, metal
    ;stat_armour_ex 5, 7, 0, 0, 5, 4, 4, metal
    stat_sec_armour 0, 0, flesh
    stat_heat
    ; 4
    stat_ground
    0, -2, -4, 0
    stat_mental
    9, low, trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food
    t60, 300
    stat_cost
    ; 1, 680, 250, 120, 95, 680, 4, 170
    armour_ug_levels 2, 3
    armour_ug_models Mailed_Knights, Mailed_Knights_ug1
    ownership

    england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily, slave, normans
    era 0

    y,england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily,
    era 1
    y,
    england, scotland, france, hre, spain, portugal, milan, venice, papal_states, sicily,
    era 2

    ndscotland
    ;unit_info
    10, 0, 14


    I believe the Zeroes mean that you cannot upgrade it to second or third level.
    After looking at this I did some tests with custom battles; very hard, on grassy plain.

    Billmen with no armour upgrade vs Croat Axemen, Billmen with stats of 15-3 and Croat Axemen with stats of 15-7, and Billmen got spanked.

    Billmen with 1 armour upgrade vs Croat Axemen, Billmen with supposed stats of 15-4 and Croat Axemen with 15-7, battle ended because Billmen ran, while Croat Axmen were wavering, both commanders dead. End result 75 billmen dead, 75 Croat Axemen dead.

    If this really works, and the +1 armour in the stats is just a mistake, then leather tanners will be the best buildings in the game; 600 dollars for a massive +4 padded armour to all your crap units. Yet another example why the stat system in this game doesn't tell anything.
    Last edited by JeffBag; 12-04-2006 at 06:28.

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