Finally!
Only now ...in the end....this came to a fix. But it is never late than never.
During my tests in my preparation for my patch 8.1 for DarthMod I came to some very valuable knowledge about the usage of some stats in EDU file
-stat_charge_dist
(Beside its common sense usage it is actually the value given to foot missile units to determine the distance from where they can begin the AI projectile attack approach!)
-stat_fire_delay
(Its value is interpreted more by me like the median of AI number of ticks to calculate the cycle between 2 attacks hard coded AI routines(projectile or melee)
At the moment I write these lines I have not much time to write a lot of things so I will come later here for more specifications.
So about the foot missile defense fix...
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Archers/Slingers need
-stat_charge_dist=approx double and less (For example if range is 120 then set to 200-250), the value of the range of their weapon. Generally give value>=range of weapon
-stat_fire_delay=zero (=important!...CA gave some value here in BI units with devastating effect to the AI.Do NOT give even minus value here!)
-
Javelineers need
-stat_charge_dist=Can be set to a really large value (5x-7x their missile range>=range of weapon)
-stat_fire_delay=minus (-50000) - (-70000) ...this makes them fire in very good and realistic rate against approaching opponent. You can leave them and they will do their work effectively now even in corners of their map (They will not be trapped now!!!)
-
Siege weapons need
-stat_charge_dist=range of their weapon
-stat_fire_delay=zero (Important!)
What is the outcome in all this?
When AI now defends will effectively use its foot missile units than wander with them.
And not only this...the general behaviour of the units is a lot better when used by the AI. It seems that the stat_fire_delay value helps them to group units more distinctively and not mess them all together.
Not only this!
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General Cavalry settings
-stat_charge_dist=in my mod I give very large setting in this (approx 100 - 300 m) according to kind of cavalry.
-stat_fire_delay=minus large values (approx (-90000) - (-450000!)
Specifications:
-
(Mobile light cavalry / with projectiles)
-stat_charge_dist=(150-200)
-stat_fire_delay=minus large values (approx (-150000) - (-350000) (according to armour)
-
(medium/heavy cavalry )
-stat_charge_dist=(90-400) (In BI lancers I give the max, in very heavy cavalry with much staying power I give the min.)
-stat_fire_delay=minus large values (approx (-90000) - (-450000) (according to armour and character of unit)
For melee cavalry I give approx (-90000) - (-190000) for special elite units with much charge I give above -200000, and....
most importantly!....general cavalry units get the max in the whole game...I give -350000 in RTW and -450000 in BI.
This makes them almost impossible to catch the AI general to a fight as he cleverly engages and disengages.
-
(Elephants)
-stat_charge_dist=approx 100 (may change this to get the exact value of their projectile range if they have...will test)
-stat_fire_delay=approx 100000. Not only this makes them heavy enough to change directions all the time but makes their missile tower units
to fire more realistically decisive volleys...you must increase their projectile attack after this .
-
(Chariots)
-stat_charge_dist=approx 200
-stat_fire_delay=approx 100000. Not only this makes them heavy enough to change directions all the time but makes their missile to fire more realistically decisive volleys...you must increase their projectile attack after this .
-
Melee Infantry
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Short weapons (sword-axes-short spears etc.)
-stat_charge_dist=varies (For example I give to barbarian units large values to have a realistic thunderous charge effect and smaller to heavier civilized units.)
-stat_fire_delay=fixed 5000 to all (helps AI to group units together and not do isolations..for example I gave the same value even to germanic
phalanxes bcs all their units must have the same or else AI groups them individually and messes things up.If you give minus value the unit becomes to behave like crazy skirmisher and does not melee too much. But can be used maybe for certain troop types like woad warriors)
-
Phalanxes
-stat_charge_dist=1-2 (very small value for fix of the tossing effect and also for the AI to stop wandering with them). They get more static.Avoid giving zero or minus values bcs it creates unorthodox phalanx moving and crazy single troop isolation moving constantly in front when in melee
-stat_fire_delay=55000 - 100000 or more. (Large value which actually becomes an advantage since the phalanx must stay in formation to be
effective than point too many times to many directions...watch AI phalanx approach now....)
For best effect give to each faction available phalanx unit the SAME value for better AI grouping
-
Precursor units (Like Romans)
-stat_charge_dist=range of their weapon
-stat_fire_delay=-55000 approx....
This setting is so clever..the precursor AI units gain more mobility, fire more effectively, charge sooner...they do not stall as before!
That is all for now...
I will release my open beta DarthMod 8.1 patch (2) probably today to see the settings in action.
Uploaded ...here it is Download
I will not reply to any PM according this matter.(Cannot tell the same things multiple times. All deserve to know combined)
I will reply only here (to those who can post here) and in my forum in here
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