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  1. #1

    Default Re: Number of men?

    After a little playing around, Ive found that 4 soldiers is the lowest possible. If anyone have any idea why this is so, and how to counter it, please let me know.

    But, through custom battles, I also found that so few individuals in a unit greatly limits their effectivity, even if they have a high damage, and greatly improved health and armor (15 health is maximum, not the 300 I attempted).

    They still kills in one hit, but against 150 soldiers, even peasants, they are slowed down by defending themselves, and recieving blows, that they dont hit as often. Maybe changing the speed of their attacks would help.

    Another thing I noticed, was that the line
    stat_pri_attr area, launching, ap
    didnt do what I wanted it to, I had intended it to work similar to elefants running through infantry, and it didnt... If anyone have any suggestions please tell.

  2. #2
    Aetheling Member Hross af Guttenburg's Avatar
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    Default Re: Number of men?

    Very intereing and useful info. Please keep us updated if you find anything else or any observations you make, very useful and timesaving for the rest of us!

  3. #3

    Default Re: Number of men?

    Quote Originally Posted by ZhalArkon

    Another thing I noticed, was that the line
    ...
    didnt do what I wanted it to, I had intended it to work similar to elefants running through infantry, and it didnt... If anyone have any suggestions please tell.

    I tried something similar. I set dismounted imperial knights' maces to area and launching, expecting to see them pull a Lord Sauron and sweep away crowds of men with each attack. Imagine my disappointment...go on, just imagine it! ...when nothing out of the ordinary happened.

    My new hypothesis is that certain attributes rely on certain game meshes or effects to happen. So maybe if you made them a gunpowder unit, set damage type to artillery and added an invisible explosion effect, it would trigger the launch effect.

    Alternately, find out what the clipping distance is for elephants, set that as the unit's clip distance, and give your guys primary_weapon_attr "elephant" (or whatever it is in export_descr_unit).

    Maybe?

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