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Crusher Bob

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  1. Mostly, I wanted skirmishers that could go fast enough to chase down supply wagons. I (at the time) didn't know how to change unit skill to mod speed, so just wanted skirmishers that could get up on horses and chase things. The intention was to just use them as regular marksmen, who occasionally mounted up to chase things down. Mounted, the very long reload rate of the hunting rifles makes them horrid as skimisher cavalry, but I never intended to shoot as cavalry, so didn't care much. They probably wouldn't be workable as marksmen with more limited availabiliy rifles, as they tend to take 5-10% casualties when I use them. The apparent lack of auto retreating, and their great vulnerability to fire when mounted means that I couldn't keep them supplied with whitworths or whitworth (TS). And the near invulnerability of cannons to melee means they aren't great at charging the guns, either. You can get them into melee with cannons easily enough, but the cavalry will often become exhausted while trying to melee the cannons. If the guns have already take a lot of losses from counter-battery fire, then the cavalry can be used to shatter them. And I don't think the ability to capture a few thousand dollars in supply of many missions makes up for their increased cost, increased casualties, and stamina loss.
  2. I got frustrated with the inability of skirmishers to run down supply wagons, so copied the 'hunter' rifles into the C&B cavalry weapons and. Then discovered that cavalry won't dismount if the weapon they are equipped with has a melee over 80. So reduced the melee to 80 and took them to first bull run (as Confederates). The cavalry as dismounted and positioned north of the main defensive position to fire down into troops crossing the bridge. The cavalry quickly became exhausted, and some experimentation had them losing stamina (quickly) just standing and shooting dismounted. The stamina loss doesn't seem to happen when they are mounted, but getting them to stand and reload within (their) range of the enemy while mounted is difficult. I didn't use dismounted cav with other weapons, so it's also possible it's the weapons fault.
  3. Can you please check on the code for dismounted cavalry: 1 They seem to use stamina just being in contact (i.e. in weapon range) of the enemy. Dismounted cav with rifles seem to lose stamina while reloading, if they are in range of the enemy, while falling back to reload seems to not reduce stamina. 2 They don't seem to have the 'fall back from opposing infantry' AI that skirmishers do, instead standing and fighting like normal infantry.
  4. You might want to check out what the modders of the battletech game are doing, they've written a tool (BTML[/url] and the related ) that is made to inject code into Assembly-CSharp.dll so you can run multiple mods that change things. This way, for example, running your mod and the surrender mod can be done separately, and you (probably) wouldn't have to produce an integrated version. edit: Well it looks like I didn't format the URLs correct, and the forum software has re-written the links. But you should be able to google 'btml' and 'modtek' to find them.
  5. Another comment: Multiplicative modifiers are additive, not compounding (at least for spotting and stealth, which were easy to check). Examples: Spotting * 3.0 and Spotting * 3.0 = a final modifier of Spotting * 5.0 Stealth * 1.5 and Stealth 1.5 = a final modifier of Stealth * 2.0 --------------------- Questions: Is the fact that 3rd tier general skills are aura skills hard coded? or is it set somewhere/ Didn't see any options for aura skills in the guide? What are the relative speeds of cavalry, infantry, skirmishers, artillery, supply? Are the weapon degradation based on a fraction of the weapons effective range, or based on fixed value? (If we change the effective range of a weapon, how does the degradation curve react? Does it simply 'stretch' to cover the new range, or does the new range just get a copy of the tail end of the curve?)
  6. Found the problem, had pulled the wrong value for 3, should be 00 00 00 40 the float calculator didn't make heads or tails of the value I had pulled up instead. For those coming by later, the Hex numbers are little endian, if you aren't getting the values you expect.
  7. It seems that lots of the traits do different stuff than advertised: For cavalry: Horseback riding and Endurance don't change movement speed; both just provide +10 Stamina and +5 Efficiency Cavalry Training Does not provide bonus charge damage Recon Course Firearms +5 Melee +5 Spotting *1.2 Stealth *1.5 Shock Cavalry Does not provide bonus charge damage ---------------------------- General Skills Cavalry Focus Charge Damage bonus is 20%, not 10% -------------------- Infantry: Endurance Course Does not provide move speed bonus -------------------- Artillery Tactical: Does not provide rotation speed bonus Long/Short Range training Both Provide +10 Firearms and +10% accuracy (and no other bonuses) -------------------- Skirmishers Endurance Course: Does not provide a movement bonus Sharpshooters: Additionally provides +10% effective range -------------- And since I've not been able to decode how it does it's numbers, here are the hex values and decimal equivalents: CD CC CC BD------0.9 CD CC 4C BD------0.95 CD CC 4C 3D------1.05 CD CC CC 3D------1.1 CD CC 4C 3E------1.2 00 00 80 3E------1.25 00 00 00 3F------1.5 53 6B 69 6C------3 00 00 A0 40------5 00 00 20 41-----10 00 00 70 41-----15 00 00 A0 41-----20 [edit] Here's how at least some of the numbers work: for numbers in the format of 00 xx yy 4z If yy starts with 7 or less, then (game used) decimal value is 64 + (yy decimal value) * .5. Example: 00 00 7A 4z. Hex to decimal on 7A = 122 game used value is (122/2) + 64 = 125 4z is a multiplier 40---------1/32 41---------1/16 42---------1/18 43---------2 44---------8 45---------16 So, for example, 00 00 A0 40 -> decimal value of A0 is 160, and 40 is 1/32 so in game value is 5. For numbers in the 00 xx yy 4z format, xx = 80 adds .5 to the number before the multiplier. For example: 00 80 89 43 -> decimal value for 89 is 137, the preceding 80 makes for a value of 137.5 and the multiplier for 43 is 2, so in game value is 275.
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