Melee Graphic Speed

Discussion in 'Modding' started by Loner, May 29, 2017.

  1. Loner

    Loner Well-Known Member

    Since the last DLC and patch the way the 'Melee Graphic Speed' was applied has changed, originally changing the third number in this line;
    SetObjBaseWeapon(objprop, objbase, 0, 20, 80, 35, 100, 0, 100000, gc_obj_weapon_kind_pike, True);
    altered the speed of the graphic, in this case slowing it down to a more realistic pace. Now all it does is reduce the amount of times the enemy unit is hit with the graphic still going 90 mph.
    Is there any way to counter this or get back to how it was.
    Any help would be greatly appreciated.:(
     
  2. Wralth

    Wralth Active Member

    The number only determines reload time, not the actual animation speed, which is coded in aaf files (which are based on the oss files that are probably unchanged and especially tough for modders to tackle because we dont have the original model files)
     
  3. Loner

    Loner Well-Known Member

    Thanks for the reply, I'm sure in my Mod before the last patch the animation was slowed down, I had pikes set at 80, as above, and swords at 40 which meant a Roundshire could hit twice to a Pikemans one which showed in the animation.:confused:
     
  4. Wralth

    Wralth Active Member

    My vanilla file still has 0 reload speed for all melee units, and even if i increase it it would just be a cooldown timer like its for guns.

    You might be running some weird framework, but this has nothing to do with vanilla c3
     
  5. Loner

    Loner Well-Known Member

    Just tried out a one on one, Pikeman v Roundshire on vanilla C3, then changed the Pikeman from 0 to 80 and the Roundshire from 0 to 40, both fights looked exactly the same graphic wise, the only difference was the amount of hits that were registered, this was not happening before the last update.:mad:
     
  6. Wralth

    Wralth Active Member

    You are actually right, they changed something pretty dramatically last patch, wtf.

    Why would they do this.
     
    Loner likes this.
  7. Loner

    Loner Well-Known Member

    I've just bought the original release from GOG, no patches or updates, going to compare files to see what's changed.
    Might take me a while.
     
  8. Loner

    Loner Well-Known Member

    Well that was a waste of time and money, whatever has been changed has already been integrated into the GOG version.:mad:
     
  9. Francesco_Cavalli

    Francesco_Cavalli Active Member

    Could @Ftoomsh help? I've noticed his soldiers attack more slowly, something I've not been able to replicate in the unit.script alone
     
  10. Loner

    Loner Well-Known Member

    Thanks, I'll download his Mod and see if I can spot the difference when comparing files.
     
  11. (OC)Fotheringill

    (OC)Fotheringill Active Member

    I will tell you that when a melee starts and there are a few thousand troops in action, the OCMOD3 also slows down. What you MIGHT be seeing is a different reload protocol and a massing of troops in a melee which appear to move faster but really don't.

    OR the troops involved are weighted down with booty pillaged from conquered territory and do not move as fast as they once did.
     
    Loner likes this.
  12. Loner

    Loner Well-Known Member

    All my tests are 1 v 1, OCMOD3 is definitely slower in a Melee fight, I just can't work out how this has been achieved.:confused:
     
  13. Francesco_Cavalli

    Francesco_Cavalli Active Member

    I'd assume it ties more in with General WVMP's reload system (where melee interupts reloading) and so the melee speed may be hidden elsewhere. I had huge stability problems in my mod if I added breaks between hits in the unit.script but have no such trouble after integrating my changes with General's
     
  14. (OC)Fotheringill

    (OC)Fotheringill Active Member

    Just for giggles with 18th century musketeers that have been fully upgraded in the academy and blacksmith for cold steel and against a formation of muskets, let the enemy fire, take your casualties, fire when close and then disable fire and charge.
     
  15. Ftoomsh

    Ftoomsh Well-Known Member

    As you have no doubt worked out by now :) ;

    (1) The melee rate has been slowed.
    (2) Infantry have about treble their vanilla hit points and cavalry have about double their vanilla hit points.
    (3) Musket reload times are much longer (but musket units are more numerous and the kill-shot percentage is much higher especially at close range).

    These changes seem to blend well with the right parameters in the right places. Battles take longer, meaning that reinforcements can arrive, flank attacks with cavalry and so on can be executed and these all have an effect on the final battle outcome.
     
  16. Francesco_Cavalli

    Francesco_Cavalli Active Member

    I think his question was more about how you'd achieved the slowed melee attack rate - battles are obviously a much better pace with OCMod (though I'd be still tempted to lower melee damage even further!)
     
    Daddio likes this.
  17. Ftoomsh

    Ftoomsh Well-Known Member

    I have answered in the other thread on this. General WVPM's Flexible Formations and Reload system is merged into our mod. The General knows the technical details of course. He reworks weapon indexes and reloads. This is where the black box magic happens in this regard. :)
     
  18. Francesco_Cavalli

    Francesco_Cavalli Active Member

    Of course! How could I be so stupid. I'll dig around for it on Friday and let you know where it is Loner, if you're still yet to find it.

    Ftoomsh you might like to have a look at Hung's Littlemod - his coding is nowhere near as complex as General's but he achieves some wonderful things - combining a mixture of General, Hung's and my own work I have a great system whereby volleys get lethal the closer the target to the muzzle BUT due to Hung's new accuracy value, not damage; combined with my projectiles and General's formation framework I can have realistic firefights, where unorganised line infantry cause negligible casualties (unlike in my last update, where tightly packed ranks were decimated by the ai's musket splats) but volleys cause serious damage . Bliss! Now we just need morale...oh and an ai that can actually form line
     
  19. Loner

    Loner Well-Known Member

    Thank you Francesco_Cavalli, I would very much appreciate that.:)
     
  20. (OC)Fotheringill

    (OC)Fotheringill Active Member

    I would love morale, but I think the same would have the same effect as total destruction of the fleeing troops. All one would need are two 40 horse formations along the general retreat path. Now, if you were talking about a serious gradual deterioration of effectiveness without the formation breaking, that might work better.
     
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