[1.09v]All troops should unity core stats ,sight and combat speed


Name CON(HP) SGT SPD STR DEX(DG) INT(MR) CHA ATK
------------------------------------------------------------------------------------- 
Kingdom Pioneer   5 (12) 5 2 10 10(5) 10(5) 0 0
Kingdom Peasant   5 (12) 5 2 10 10(5) 10(5) 0 3
Empire Pioneer   5 (12) 5 2 10 10(5) 10(5) 0 3
Empire Peasant   5 (12) 4 1 10   8(4)   8(4) 8 3
New Design Troops   5 (12) 5 2 10 10(5)   0(0) 0

1.Pioneer and Peasant is superior Constitution and Magic Registacnce than New Design Troops and Template Troops. 
New Design troops shoul have INT 10.

Empire peasant's stat is lesser than others ,sight ,combatspeed ,DEX , and INT.   
They should have same stat with other. 

2.[Bug] Pioneer and Peasant can retire except ALTAR.

 

Sorry ,my bad English

Flex

8,223 views 11 replies
Reply #1 Top

Also peasants can get superior equipment such as travelling boots that is not available to new design troops and template troops.

Reply #2 Top

noticed this the other day. it is pretty messed up that peasants have more hp than newly designed, often superior troops.

Reply #3 Top

This was also present in a small way in the pre-beta version. The empire peasant had 8 health, and every other unit had 5 health. It has been a running supplement to the bugfix mod.

Reply #6 Top

The reason is actually quite simple: in the CoreUnits.xml, peasants and pioneers are given 10 constitution while other units (found in Core'RaceName'Units.xml) have 5.

Reply #8 Top

CoreUnits.xml has been heavily upgraded in 1.0.9v. Are you bumping because there are still issues? I thought everything had been fixed now.

Reply #9 Top

Has anyone tried deleting the specific value tags (say UnitStat_Constitution) in the Empire/Kingdom specific files, so that the 'CoreUnits.xml' default value is used instead?

Trying this now...

Edit: OK, here's what happened.  I deleted all Stat specific tags from CoreAmarianBaseUnits.xml. (Str, Con, etc.).  Then I bumped up some values in CoreUnitStats.xml.  Except for the predesigned Peasant and Pioneer, any new units I designed reflected the stat changes in CoreUnitStats.xml.  Both files have been saved to the Mods/Data folder of course.

This means that Pioneers and Peasants are being defined elsewhere.  Interestingly, I added 15 to attack and 13.3333 to defense in the coreunits.xml just for kicks.  The 15 attack is showing up, but the 13.3333 defense is not for said pioneers and peasants.  Designing other units does show the 13.3333 defense, btw.

I also did an INT bump (to 20), but didn't see that anywhere ingame... but I think I had the wrong race for my Sov in creation so I'll check that again.  Edit of Edit: Nope, starting INT in Sov creation for Amarians is still 10... not a big deal anyways...

So, essentially, it appears that if you wanted to do some code cleaning in those other files, (re)defining the core stats in each individual race file is unneccesary.  Of course, if your specific race was supposed to have higher strength than average, for example, you could always call that out in the specific race file by itself, otherwise it appears that the code is simply being 'redundant'.

Reply #10 Top

Ahh, there's the problem!  CoreUnits is modifying Defense, but not Attack.  Tweaking now...

Edit: Yep, deleting the <con> tag and the <def> tag from CoreUnits.xml (and saving to the mods folder) allows the default value to take precedence.

So if you want  Pioneers, Peasants, and other base units to ALL share the same values, it would appear that NOT (re)defining these values in CoreUnits.xml is doable, if you wanted to remove some redundant code...

 

This begs the next question: Should Kingdom Pioneers come with a Club by default?  It's a dangerous world, after all...

And, should we be able to design custom units with no weapons whatsoever?  As it stands, you are stuck with a club...

Reply #11 Top

OK, I've been able to 'Unify' the Con values of Pioneers and Peasants in relation to the other core units.

Details in the mod forum if you are interested.  Essentially all of the core units in the game will use the same basic Con value called out in the CoreUnitStats.xml file.  Sovs and NPCs will still retain their current Con values, btw.

So, if you want the various units to have a 5 Con as the default, this will allow you to change one value to do that.  Or if you want everyone to start with a 10 Con, again, change the default Con value, and voila!

The problem was that each race, as well as the kingdom versus empire units, were each calling out their specific Con values for these units.  But, since about 90% of the units had the same value anyways, this was just silly.  By removing the reduntant stats, the base Con value for the core units can be changed much more easily.

This will incidentally also allow you to 'go crazy', should you wish to play a Conan variant where everyone except the Heroes starts with a 25 Con..., but that is outside of the scope of this discussion...