Is there any way to adjust the rate of fire of the archers in Medieval 2. I find it quite slow.
I've tried to remove the idle animations in the descr_skeleton.txt but obviously it doesn't work.
Thanks in advance.
Is there any way to adjust the rate of fire of the archers in Medieval 2. I find it quite slow.
I've tried to remove the idle animations in the descr_skeleton.txt but obviously it doesn't work.
Thanks in advance.
Hi, look in your data folder in export_descr_unit.txt and search the archers to modify, i choose janissary archers so look in the archers and see this:
type Janissary Archers
dictionary Janissary_Archers ; Janissary Archers
category infantry
class missile
voice_type Heavy
banner faction main_missile
banner holy crusade
soldier Janissary_Archers, 48, 0, 1
attributes sea_faring, hide_forest, very_hardy, can_withdraw, stakes, stakes
formation 1.2, 1.2, 2.4, 2.4, 4, square
stat_health 1, 0
stat_pri 10, 3, arrow, 180, 50, missile, missile_mechanical, piercing, none, 25, 1
;stat_pri_ex 0, 0, 0
stat_pri_attr no
stat_sec 10, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour 5, 8, 0, metal
;stat_armour_ex 5, 7, 0, 0, 8, 0, 0, metal
stat_sec_armour 0, 0, flesh
stat_heat 1
stat_ground 1, 1, 0, -1
stat_mental 11, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 780, 175, 100, 75, 780, 4, 190
armour_ug_levels 2, 3
armour_ug_models Janissary_Archers, Janissary_Archers_ug1
ownership turks
era 2 turks
;unit_info 10, 10, 13
in the missile units the "stat_pri" value is the damage value for missile, the red number is the damage of arrow 10 damage, the blue number is the range of fire of this unit, in the missile units you can change this values as you wish, the green number is the amount of ammunition that unit can carry, if you wish you can change it, so once changed the values you save the file and enjoy your new ranges, in all missile units you can do this, and artillery, and for note the stat_sec is the value for the melee damage that your unit can do, the first number is the melee damage, and the second number is the damage of charge.....
Greetings
I meant the rate (arrows per minute) of fire, not the range.
Its talked about here https://forums.totalwar.org/vb/showthread.php?t=79371
CBR
Hmmm... I just ran a number of tests changing those last two values 25, 1 to varying things. I tried such extremes as -5000, -500, -50, 50, 500, 5000, and 0.01, 0.2, 20, etc...
My findings would indicate that Foz is correct, there was no noticable or measurable change in the rate of fire. I believe it's been partially confirmed that this is directly tied to the animations, which we don't have access to or control over.
in export unit there is also a delay modifer near the bottom of the units entry.
its after the mental/training and heateffect.
also get urself Darths arrows. in the projectile script u can change the rate of reloads and fire times.
With his new arrows there is a big NOTICABLE change. for example the longbowmen fire about 30% faster and the volosity is also increased.
um the road to jerusalem mod uses this, i downloaded the mod, took those files and used them. Darths new script also makes crossbows ONLY fire if the enimy is in sight. so no more firing cbows like bows. they act like muskets.
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