Results 1 to 8 of 8

Thread: Unit Skeletons

  1. #1
    Member Member Horseman's Avatar
    Join Date
    Jan 2008
    Location
    Bristol, UK
    Posts
    159

    Default Unit Skeletons

    Greetings all....another question from me!

    in the file descr_model_battle all the units have skeleons

    for example

    fs_swordsman
    fs_semi_fast_swordsman
    fs_fast_swordsman

    Now last year back when I 1st started modding I asumed that the semi fast/fast/slow tag was related to the atack animations.

    As I'm getting more into this I'm thinking now that this actually indicates a units speed it moves across the battlemap. Also that this is howw the engine determines how fast cavalry is (by whatskeleton/horse is used for the mount)

    Can someone clarify which of the above (if either!) is correct?

    Thanks
    Mike

  2. #2

    Default Re: Unit Skeletons

    The prefix determines the moving speed on battle-map (and also triggers the fast moving tag in the unit info-card).

    Norman Invasion - The fate of England lies in your hands...

    Viking Invasion II - Unite Britain in the best TW campaign ever!

    Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland

  3. #3
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: Unit Skeletons

    Yep, and remember that altering scale will alter movement because their pace will be longer/shorter.
    "One of the most sophisticated Total War mods ever developed..."

  4. #4
    Member Member Horseman's Avatar
    Join Date
    Jan 2008
    Location
    Bristol, UK
    Posts
    159

    Default Re: Unit Skeletons

    Fantastic, thanks guys

  5. #5
    CeltiberoRamiroI Member Monkwarrior's Avatar
    Join Date
    Apr 2004
    Location
    Salduie/Caesaraugusta/ Sarakusta/Saragossa
    Posts
    828

    Default Re: Unit Skeletons

    But, if I'm right, it only considers the speed for running, not for walking, marching or attacking.

  6. #6

    Default Re: Unit Skeletons

    Yes, that's right, that's for running speed.

    Reducing scale to 0.8 will reduce speed to 0.8, increasing scale to 1.3, will increase speed to 1.3 etc.

    Norman Invasion - The fate of England lies in your hands...

    Viking Invasion II - Unite Britain in the best TW campaign ever!

    Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland

  7. #7
    Member Member Horseman's Avatar
    Join Date
    Jan 2008
    Location
    Bristol, UK
    Posts
    159

    Default Re: Unit Skeletons

    Thanks guys...even more info.

    I'm glad I regestered here now, very friendly, helpful and knowledgable

  8. #8

    Default Re: Unit Skeletons

    I think with the animation editor thingy you can make the anims faster/slower without scaling or despite it...

    At least I'm definitely condiering slowing down my giants, having them run 4x faster than the Orcs is rather wierd...
    Mod leader of Warhammer; Total War


Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO