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Thread: Changing rate of fire

  1. #1
    Member Member Ragnor_Lodbrok's Avatar
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    Default Changing rate of fire

    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.

  2. #2

    Default Re: Changing rate of fire

    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

  3. #3
    Member Member Ragnor_Lodbrok's Avatar
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    Default Re: Changing rate of fire

    I meant the rate (arrows per minute) of fire, not the range.

  4. #4
    Clan Takiyama Senior Member CBR's Avatar
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    Default Re: Changing rate of fire


  5. #5
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Changing rate of fire

    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.

    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

  6. #6

    Default Re: Changing rate of fire

    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.

  7. #7
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Changing rate of fire

    I see what you're talking about now. I just tried it, and it didn't have any appreciable impact either, tried ranges from -500 to 500 with no effect. Also if you look at the comment at the top, it says " stat_fire_delay Extra delay over that imposed by animation, hetween volleys", so it is as we thought, limited by animation.

    Regarding the arrows, I think that has to do with how the game calculates the shots and impacts. My bet is that the game can only handle one salvo in the air per unit, so trying to have multiple flights of arrows in the air at the same time isn't going to work. Logically, if you make the arrows fly much faster, they'll impact sooner, thus triggering the fire animation all over again at a faster rate.

    The bottom line is it appears we still have no actual direct control over rate of fire/swing speeds, which are governed by the animations.

    One last note dietre, and please don't get me wrong, this isn't to be mean or rude at all... But it's really hard to read your posts with bad spelling and grammar. I think I understood all you had to say though.

    Thanks.


    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

  8. #8
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Changing rate of fire

    Whacker: I'd think the engine would treat projectiles as a separate entity once they are fired. Could be wrong, but anyways the reload time is always longer than the air time for the missile.
    So, if we just could edit animations... hmm

  9. #9
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Smile Re: Changing rate of fire

    Quote Originally Posted by dietre
    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.
    Well I don't see how it is possible to make Lbs fire faster than anyone else, since:

    1. The rate of fire stat is already at minimum i.e normal, and cannot go lower.
    2. The LB uses the SAME projectile as all the other bow armed archers.

    So in order to change ONLY the LB, it has to be given it's own projectile.

    Where is that mod I'd like to sure see how he did it, sounds impossible to me at the moment. Bear in mind I'm a n00b modder so I could be wrong.

    The only way you can increase the rate of fire as I see things now is to increase ACROSS the board the velocity for ALL archers, which is ridiculous ofc.
    Last edited by Shahed; 04-11-2007 at 17:27.
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