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Thread: Some simple modding - what's possible and what not?

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  1. #1
    Member Member Roy1991's Avatar
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    Default Some simple modding - what's possible and what not?

    I've been trying to mod some simple things for fun, but there're a lot of things I can't get to work.

    I managed to let archers fire ballista and onager missiles, but can't figure out how to change the pilums to other missiles, for example.


    I think I'm just trying to do something that's technically impossible, but I just don't know what is and what not


    If I try to mod Roman infantry for example, which of these options can I change?

    Primary weapon/Secondary weapon:
    -missile type
    -weapon type
    -tech type
    -damage type
    -sound type
    -swing speed
    -hit strength
    -spear attributes
    -armor piercing
    -body piercing
    -short pike
    -long pike
    -missile thrown in charge
    -throw
    -launching
    -has area of effect
    -fire
    -armor piercing when thrown

    (I'm using the Caligula unit editor, not sure if that matters)


    Thanks in advance

  2. #2

    Default Re: Some simple modding - what's possible and what not?

    Let me make sure I understand what you are asking. You are trying to change the pilum to different weapons? Thats easy. Its all in the prec attribute. Just set up the primary weapon as any missile you like then give it the prec attribute which I believe in caligula is checking the "missile thrown in charge" box.

    EDIT: Yep, the box is titled "missile thrown in charge"

    Problem ofcourse with is that they will throw something different but whats in their hands will remain the same. So you can change the missile type, the speed, hit strength, not the spear attributes because well, unless its the triarii they don't have spears, you can add armor and body piercing (pikes are for spears again) thrown is used for missiles other than archery, launching is find, area effect and armor piercing when thrown is all good.

    So in closing, weapons are tied to the model so you can only edit the weapon stuff that fits the model and weapon they are carrying.
    Last edited by caius britannicus; 10-23-2006 at 20:29.
    Creator of The Crusades a complete modification for Barbarian Invasion
    Can a man love a mod? No, probably not. But here, at The Crusades, we believe in unnatural loves stories!

  3. #3
    Member Member Roy1991's Avatar
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    Default Re: Some simple modding - what's possible and what not?

    Ah, thanks :)
    So, if I want velites to throw onager missiles instead of javelins, I have to check the 'throw' box, and set the missile type to 'big_boulder', right?

    And what about the weapon/tech/damage type?
    Is there even any difference between blunt/slashing/piercing, etc (damage type)

  4. #4

    Default Re: Some simple modding - what's possible and what not?

    That I don't know. I've always just made sure that they all match up properly. IE spear = piercing etc
    Last edited by caius britannicus; 10-23-2006 at 23:59.
    Creator of The Crusades a complete modification for Barbarian Invasion
    Can a man love a mod? No, probably not. But here, at The Crusades, we believe in unnatural loves stories!

  5. #5
    The Dark Knight Member wlesmana's Avatar
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    Default Re: Some simple modding - what's possible and what not?

    Damage type only relates to sound files, I think. So are weapon type, such as spear, mace, sword, etc.
    Tech type as in blade, simple etc relates to weapons upgrade. Some blacksmiths upgrade simple, some blade, some both. I've heard that blade type has more damage than simple, but I think this is unconfirmed.

  6. #6

    Default Re: Some simple modding - what's possible and what not?

    How about increasing the rate of fire by archers? How can we change it using the unit editor?

    Eg. ballista firing like a machine gun. HeeHeeHee....

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