Hopefully you read the section on editing unit bases, and you can now make a unit whose unit base is that of a horse. Saving a unit in the unit creator will revert its unit base (and also its turning speed), and you'll have to go back into its file and reapply your changes. For example, mammoths come with their own explosive trample damage (it isn't an ability), and horses will always try to charge at the enemy, even if you give them a ranged weapon.įinally, we ought to mention that altered unit bases probably won't display if you look at your unit in the unit creator. You should also be aware that different unit bases come with some of their own behaviours that will affect how they work on the battlefield even if they haven't been edited in any other way. In the case of chariots, the horse rides the chariot, but we currently know of no way to give the actual chariot a human rider. When making these units, it is almost always the case that the humanoid character rides the non-humanoid character, not the other way around. Using these units without riders may have unexpected results. It's also worth noting that many unit bases expect to have riders, for example horses and artillery pieces. horse armour, mammoth hair, the ice giant's belt etc. The exceptions to this are clothes specifically designed for that unit base, i.e. Rather, they will probably just appear in the centre of the map, or somewhere else that you don't want them. This means that giving clothes to, say, a mammoth will not actually apply the clothes to the mammoth. This is because clothing items are linked to certain body parts, but not all unit bases have the same body parts available. When making units with different unit bases, it is important to note that trying to give the unit clothes is unlikely to work unless their unit base is close to that of a Wobbler. Make sure to copy and paste a lot so that you aren't making typos. Invalid IDs can result in severe bugs, particularly in the case of unit bases, so if you encounter any weird bugs after editing unit files, make sure to go back and check your files for things like incorrect unit base IDs. I'll go through making a horse in more depth later, but for now, there are some things you need to know about editing unit bases.įirst of all, as with all of the IDs you'll use when editing units, it is vitally important that you get the exact ID right. Simply find the ID for the horse unit base from the list of unit bases, and replace the "m_ID" value with the new ID. Let's say though that you want to make your unit into a horse. When you make a new unit, chances are you'll have chosen the wobbler base, so when you look at the unit's file you'll see it has the unit base ID 1760500345. The unit base determines what model the unit is based off of. The biggest change you can make to a unit is to change its unit base. Let's use this to start making new units. You should now have a good feel for the layout of your unit's file. Any changes that are reverted will become permanent if the unit is saved in the unit creator, and you'll have to reopen the file and edit those values again. Some changes may be reverted if you look at your unit in the UC, but if you just deploy your unit on the battlefield it should all work. Once you're finished, simply save the file and relaunch the game, and your changes should be applied. Now that you've seen the whole file, you can probably start to tinker with how your units look and work. Finally, you can set custom projectiles for the unit's ranged weapons (if it has any) using the "m_ID"s of the projectiles you want, and then the unit's overall attack speed and damage values can be chosen. "voiceBundle"'s "m_ID" allows you to choose the voice of a unit, and "voicePitch" and "voiceVolume" alter their pitch and volume respectively. You can then set the unit's cost and description, and finally the last few stats of the unit. #Totally accurate battle simulator unit creator free#You might be able to use this to change weapon ranges, so feel free to play around with it if you want, but you might want to save a copy of your unit before doing so.Īfter this subsection are the unit's mass (i.e weight) and size multipliers, as seen in the unit creator. "m_attackDistanceCurve" has a whole subsection underneath it, but these also haven’t been explored through as of now. For the most part, you shouldn't need to change these stats. The effects of these hidden stats have yet to be explored by us at the time of writing this, but presumably "m_targetingPriorityMultiplier" can be altered to make the unit more or less likely to be targeted by enemies. The unit's health and movement speed are given next, followed by a number of hidden stats. The unit can also be added to a faction, as seen under "m_faction". "m_hasRider" and "m_ID" under "m_rider" determine if the unit has a rider, and if so, who it is based on their unit ID (shown earlier). Next up are a whole load of stats and values.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |