Zmiana kosztów zakupu i utrzymania jednostek
Witam. Czy ciebie też wkurza, że m.in. Jednostki są zablokowane, a przynajmniej te frakcyjne?
Ściągnij plik export_descr_buildings z mojego chomika: http://chomikuj.pl/Arroyo18/Call+of+Warhammer+-+submody
Na tym chomiku jest również spolszczenie autorstwa Coolecki i mod ułatwiający grę od chochlika.
ZAPRASZAMY DO DOWNLOADU :)
Re: Zmiana kosztów zakupu i utrzymania jednostek (słabych)
Nie szkoda zachodu z wrzucaniem plików koro to kwestia zmiany jednej liczby w export_descr_unit;]? Po za tym w gusta wszystkich nie utrafisz.
Re: Zmiana kosztów zakupu i utrzymania jednostek (słabych)
Myślisz, że inni się wolą męczyć szukaniem cyferek itp.? Ja chcę tylko pomóc, bo widzę, że nikt inny tego nie zrobił...
Re: Zmiana kosztów zakupu i utrzymania jednostek (słabych)
Ale ja broń boże nie mówię, że robisz coś źle;]. Ale plik unit jest tak skonstruowany, że nawet kompletny laik dostosuje go do własnych potrzeb. Na początku pliku nawet instrukcja jest;].
[spoiler:3oovkaz1]Data entries are as follows
; Type The internal name of the unit. Note this not necessarily the same as the on screen name
; dictionary The tag used to look up the on screen name
;
;Category and class define the rough type of the unit. They're used for setting some default attributes and for
;determining where units go in formation amongst other things such as tags to support AI army formation
; category infantry, cavalry, siege, handler, ship or non_combatant
; class light, heavy, missile or spearmen
;
; voice_type Used to determine the type of voice used by the unit
;
; soldier Name of the soldier model to use (from descr_models_battle.txt)
; followed by the number of ordinary soldiers in the unit
; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)
; followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]
; officer Name of officer model. There may be up to 0-3 officer lines per unit
; ship Type of ship used if applicable
; engine Type of siege engine used by unit
; animal The type of (non ridden) animals used by the unit
; mount Type of animal or vehicle ridden on
;
; mount_effect Factors to add when in combat against enemy units that have the specified mounts
; Up to three factors may be specified, which may be classes of mount, or specific types
;
; attributes A miscellanious list of attributes and abilities the unit may have. Including
; sea_faring = can board ships; can_swim = can swim across rivers
; hide_forest, hide_improved_forest, hide_anywhere = defines where the unit can hide
; can_sap = Can dig tunnels under walls
; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
; can_run_amok = Unit may go out of control when riders lose control of animals
; general_unit = The unit can be used for a named character's bodyguard
; cantabrian_circle = The unit has this special ability
; no_custom = The unit may not be selected in custom battles
; command = The unit carries a legionary eagle, and gives bonuses to nearby units
; mercenary_unit = The unit is s mercenary unit available to all factions
; is_peasant = unknown
; druid = Can do a special morale raising chant
; power_charge = unkown
; free_upkeep_unit = Unit can be supported free in a city
;
; formation soldier spacing (in metres) side to side, then front to back for close formation
; followed by the same measurements in loose formation.
; followed by the default number of ranks for the unit
; followed by the formations possible for the unit. One or two of
; square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge
;
; stat_health Hit points of man, followed by hit points of mount or attached animal (if applicable)
; Ridden horses and camels do not have separate hit points
;
;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
; stat_pri From left to right
; attack factor
; attack bonus factor if charging
; missile type fired (no if not a missile weapon type)
; range of missile
; amount of missile ammunition per man
; Weapon type = melee, thrown, missile, or siege_missile
; Tech type = simple, other, blade, archery or siege
; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
; Optional. Name of effect to play when weapon fires
; Min delay between attacks (in 1/10th of a second)
; Skeleton compensation factor in melee. Should be 1
; stat_pri_ex Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration
; stat_pri_attr
; primary weapon attributes any or all of
; ap = armour piercing. Only counts half of target's armour
; bp = body piercing. Missile can pass through men and hit those behind
; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
; long_pike = Use very long pikes. Phalanx capable units only
; short_pike = Use shorter than normal spears.
; prec = Missile weapon is only thrown/ fired just before charging into combat
; thrown = The missile type if thrown rather than fired
; launching = attack may throw target men into the air
; area = attack affects an area, not just one man
; spear & light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front
; spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12
;
;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
;then the secondary weapon details refer to their attacks. If the unit has missile weapons
;the secondary weapon will be the one used for melee
;If the unit has a primary melee weapon, it may have a secondary side arm
; stat_sec As per stat_pri (a value of no means no secondary weapon)
; stat_sec_ex as per stat_pri_ex
; stat_sec_attr As per stat_pri_attr
; stat_ter As per stat_pri If there is no ternary weapon, then there are no ternary data entries
; stat_ter_ex as per stat_pri_ex
; stat_ter_attr As per stat_pri_attr
;
; stat_pri_armour Details of the man's defences
; armour factor
; defensive skill factor (not used when shot at)
; shield factor (only used for attacks from the front of left)
; sound type when hit = flesh, leather, or metal
; stat_armour_ex Details of the man's defences
; armour factor. 4 values. First for base value, then 3 upgrade levels
; defensive skill factor (not used when shot at)
; shield factors. First for melee, second for missile fire
; sound type when hit = flesh, leather, or metal
;
; stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
; As per stat_pri_armour, except that the shield entry is ommited
;
; stat_heat Extra fatigue suffered by the unit in hot climates
;
; stat_ground Combat modifiers on different ground types. From left to right
; scrub, sand, forest, snow
; stat_mental The base morale level, followed by discipline and training
; discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders
; training determines how tidy the unit's formation is. Discipline the response to morale SHOCKS
; optional lock_morale stops unit from ever routing
;
; stat_charge_distance Distance from the enemy that the unit will begin charging
; stat_fire_delay Extra delay over that imposed by animation, hetween volleys
;
; stat_food No longer used
; stat_cost Number of turns to build,
; Cost of unit to construct
; Cost of upkeep
; Cost of upgrading weapons
; Cost of upgrading armour
; Cost for custom battles
; stat_stl Number of soldiers needed for unit to count as alive
; armour_ug_levels Smith level needed for each armour upgrade
; armour_ug_models Body for each upgrade level
; stat_ownership List of factions and cultures that may have this unit
; era 0, Optional List of factions that use this in multiplayer era 0
; era 1, Optional List of factions that use this in multiplayer era 1
; era 2, Optional List of factions that use this in multiplayer era 2
; info_pic_dir Optional. Dir to find the info pic in (instead of faction dir)
; card_pic_dir Optional. Dir to find the unit card in (instead of faction dir)
; unit_info Info for unit info panel. Melee attack, missile attack, defence[/spoiler:3oovkaz1]
Po za tym lepiej dać wędkę niż rybę. Może by poświęcić ten temat na pytania ludzi, którzy chcą edytować pliki?
Re: Zmiana kosztów zakupu i utrzymania jednostek
http://www.speedyshare.com/ePtqa/export-descr-unit.txt
I część mojego "minimoda" gotowa, pobierać, póki świeże :) Niedługo dodam drugą część minimoda dającego jednostki rzadko występujące w grze (nie najemników).
Re: Zmiana kosztów zakupu i utrzymania jednostek
Po dniu modowania postanawiam wydać wersję "beta" minimoda, który pozwala na rekrutację:
Lodowych magów w Kislev
Magów Tzeencha na Dyskach
Magów Nurgle'a
Orków Szamanów
Trolle (Orkowie i gobliny)
Nekromanci, Rycerze Mrocznego Graala, Rycerze Krwawego Smoka (Sylvania)
Kilka kolejnych jednostek dodanych będzie wkrótce. Miłego grania.
http://www.speedyshare.com/C3Nxj/export ... ldings.txt
Re: Zmiana kosztów zakupu i utrzymania jednostek
Jakiś czas temu dawałem plik z odblokowaną rekrutację Elfów poza portami i jednostkami elitarnymi dla ludzi? Pracowałeś na nim czy robisz od zera?
Re: Zmiana kosztów zakupu i utrzymania jednostek
Na tym pliku, jakoś lekko sobie ułatwiłem pracę, ale warto było :) W końcu trzeba rozwijać/przerabiać dobrze prosperujący mod :)
Re: Zmiana kosztów zakupu i utrzymania jednostek
Czyli Twój plik ma też odblokowaną rekrutację Elfów i moje zmiany wcześniejsze w rekrutacji tak?
Trzeba by wszystkim jednostkom odblokować równomiernie porównywalne jednostki, do tego dążysz?
Re: Zmiana kosztów zakupu i utrzymania jednostek
Tak, twoje zmiany były zawarte w moim pliku. Dążę do odblokowania jednostek, które często pojawiają się u wrogich dowódców (często magowie i np. u Sylvanii Rycerze Mrocznego Graala) - uznałem, że to nie fair, że wróg ma te jednostki, których ja nie mam prowadząc tę frakcję i postanowiłem to zmienić :)
Dodatkowo zmniejszyłem koszty utrzymania i rekrutacji jednostek, co wpływa na minimum lepsze AI podczas kampanii - przynajmniej wrogie frakcje nie popadają w długi.