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Thread: Overpowered Cav Units
mrdun 17:57 26/09/07
I have had this brainwave that cavalry is effecting the gameplay of my campaigns. How would I remove cavalry from the game and if possible keep the generals bodyguards? Is it possible?

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Poulp' 20:13 26/09/07
it is

simply delete entries about cav in the export descr building, that should make them un-recruitable

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Red Spot 07:03 27/09/07
decrease attack-stats of increase defensive stats of "all" units and cavalry will end up less powerfull ...

an other way would be to simply change the number of men in a cav-unit


than again what Poulp' said will remove them entirelly ...


edit; as example this is how my legionares and there counter-units are balanced, wich gives a pretty much "rock cissor paper(sp?)" sort of balance
Code:
type             roman triarii
dictionary       roman_triarii      ; Triarii
category         infantry
class            spearmen
voice_type       Medium_1
soldier          roman_triarii, 50, 0, 0.7
officer          roman_early_centurion
officer          roman_standard
mount_effect     horse +2
attributes       sea_faring, hide_forest, can_sap, hardy
formation        0.8, 0.8, 1, 1, 4, square
stat_health      1, 0
stat_pri         6, 2, no, 0, 0, melee, blade, piercing, spear, 25 ,0.73
stat_pri_attr    light_spear, spear_bonus_12, ap
stat_sec         7, 2, no, 0, 0, melee, blade, piercing, sword, 25 ,1
stat_sec_attr    ap
stat_pri_armour  18, 12, 10, metal
stat_sec_armour  0, 1, flesh
stat_heat        3
stat_ground      2, 0, 0, 1
stat_mental      16, disciplined, highly_trained
stat_charge_dist 15
stat_fire_delay  0
stat_food        60, 300
stat_cost        1, 570, 150, 50, 75, 570
ownership        roman


type             roman legionary cohort i
dictionary       roman_legionary_cohort_i      ; Early Legionary Cohort
category         infantry
class            heavy
voice_type       Heavy_1
soldier          roman_legionary_cohort_i, 50, 0, 0.8
officer          roman_early_centurion
officer          roman_standard
attributes       sea_faring, hide_forest, can_sap, hardy
formation        0.8, 1.2, 1, 1.6, 8, square, testudo
stat_health      1, 0
stat_pri         21, 3, pilum, 45, 2, thrown, blade, piercing, spear, 25 ,1
stat_pri_attr    prec, thrown, ap
stat_sec         7, 3, no, 0, 0, melee, blade, piercing, sword, 25 ,1
stat_sec_attr    ap
stat_pri_armour  16, 12, 10, metal
stat_sec_armour  0, 1, flesh
stat_heat        3
stat_ground      2, 0, 0, 1
stat_mental      16, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay  0
stat_food        60, 300
stat_cost        1, 600, 150, 60, 90, 600
ownership        roman


type             roman legion cavalry
dictionary       roman_legion_cavalry      ; Early Legionary Cavalry
category         cavalry
class            heavy
voice_type       Heavy_1
soldier          roman_legion_cavalry, 30, 0, 1
officer          roman_early_centurion
mount            heavy horse
mount_effect     elephant -8
attributes       sea_faring, hide_forest, hardy
formation        1.2, 3, 1.6, 3.8, 4, square
stat_health      1, 0
stat_pri         7, 9, no, 0, 0, melee, blade, piercing, spear, 25 ,1
stat_pri_attr    light_spear, spear_bonus_8, ap
stat_sec         8, 9, no, 0, 0, melee, blade, piercing, sword, 25 ,1
stat_sec_attr    ap
stat_pri_armour  16, 14, 12, metal
stat_sec_armour  0, 1, flesh
stat_heat        1
stat_ground      0, 0, -6, 0
stat_mental      18, disciplined, highly_trained
stat_charge_dist 45
stat_fire_delay  0
stat_food        60, 300
stat_cost        1, 630, 150, 60, 90, 630
ownership        roman

G

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mrdun 14:56 27/09/07
Wow that was quick, and suprisingly easy, thanks guys.

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mrdun 15:17 27/09/07
An afterthought:

Will spawned rebels have cav units?

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Squid 16:45 27/09/07
You'd have to check descr_rebel_factions.txt, it shows what units each type of spawned rebel will have.

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