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Problema pls aiuto

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    rambonab
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    Servo della gleba
    00 19/08/2009 17:01
    Ciao vorrei chiedervi come si modifica la precisione di qualunque unità del tipo fucilieri, grazie ciao. [SM=g27823]
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    LordHarald
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    00 19/08/2009 17:48
    Perchè vuoi modificarla ?? Napoleonic è sopratutto per il multi divveresti incompatibile con tutti gli altri.

    Comunque dovrebbe essere un valore del descr strat units




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    rambonab
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    Servo della gleba
    00 19/08/2009 19:12
    [SM=x535700] potresti precisare per favore? io nn gioco online e poi la mia domanda era un altra
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    rambonab
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    Servo della gleba
    00 20/08/2009 13:42
    Intendo quale valore del descr stat untis... plsss [SM=x535730]
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    rambonab
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    Servo della gleba
    00 24/08/2009 16:45
    [SM=x535697] per favore rispondeteeee [SM=x535698] [SM=x535699]
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    TOTOLA Polifemo
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    00 24/08/2009 19:09
    Re:
    rambonab, 24/08/2009 16.45:

    [SM=x535697] per favore rispondeteeee [SM=x535698] [SM=x535699]


    La descrizione di ogni singola caratteristica è indicata all'inizio dello stesso file; e dovrebbe essere la capacità d'attacco dell'arma primaria se non sbaglio (purtroppo ho disinstallato tutto...)
    Ciao
    Totola





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    TOTOLA Polifemo
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    00 24/08/2009 19:10
    Re: Re:
    TOTOLA Polifemo, 24/08/2009 19.09:


    La descrizione di ogni singola caratteristica è indicata all'inizio dello stesso file; e dovrebbe essere la capacità d'attacco dell'arma primaria se non sbaglio (purtroppo ho disinstallato tutto...)
    Ciao
    Totola




    Fammi un copia/incolla qui, di un unità di fucilieri qualsiasi, che gli diamo un occhiata...




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    rambonab
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    Servo della gleba
    00 30/08/2009 19:59
    type french chasseurs
    dictionary french_chasseurs
    category infantry
    class heavy
    voice_type Heavy_1
    soldier french_chasseur, 50, 0, 1
    officer french_officer
    officer french_cornet
    mount_effect horse -10
    attributes sea_faring, hide_forest, hardy
    formation 1.0, 1.2, 2.4, 2.8, 2, square
    stat_health 1, 0
    stat_pri 80, 0, light_bullet, 85, 60, siege_missile, archery, piercing, axe, 25, 1.0
    stat_pri_attr no
    stat_sec 10, 35, no, 0, 0, melee, simple, piercing, knife, 1, 0.8
    stat_sec_attr no
    stat_pri_armour 8, 10, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 0, 0, 0
    stat_mental 1, normal, untrained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 420, 200, 500, 500, 500
    ownership slave, gauls
    grazie x avermi aiutato !!!!!
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    rambonab
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    Servo della gleba
    00 30/08/2009 20:00
    come vedi l'ho modificato un pochino ma nel gioco nn cambia nullaaa :(((
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    TOTOLA Polifemo
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    00 30/08/2009 20:43
    Re:
    rambonab, 30/08/2009 20.00:

    come vedi l'ho modificato un pochino ma nel gioco nn cambia nullaaa :(((


    Copiami/incolla anche la parte iniziale del file (quello che spiega come leggere gli attributi delle unità) ed il file di un unità originale, che non ricordo più niente...
    Mi sembra comunque che la capacità di attacco con l'arma relativa sia questa in grassetto:
    stat_pri 80, 0, light_bullet, 85, 60, siege_missile, archery, piercing, axe, 25, 1.0
    (ma mi sembra strano che sia 80: l'hai modificata tu?)
    Ciao
    Totola



    [Modificato da TOTOLA Polifemo 30/08/2009 20:43]



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    rambonab
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    Servo della gleba
    00 03/09/2009 09:38
    RTW: Barbarian Invasion Unit Details spreadsheet-generated unit descriptions
    ;
    ;
    ;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_long_grass, 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
    ;
    ; 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
    ; Min delay between attacks (in 1/10th of a second)
    ; 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_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_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
    ;
    ; 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_ownership List of factions and cultures that may have this unit
    si l'ho modificato io [SM=x535718]
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    TOTOLA Polifemo
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    00 03/09/2009 18:20
    Già, è proprio quello...
    Con 80 di fire credo che i tuoi fanti riescano ad affondare una corazzata; ma se vuoi modificare l'accuratezza dell'arma (light_bullet in questo caso) devi andare a modificare un altro file dedicato alle weapons (ma non ricordo il nome, forse descr_weapon qualcosa, sempre nella cartella data), in cui imposterai i parametri fisici del colpo che spara quell'arma...
    spiegami cosa vorresti fare...
    Ciao
    Totola