Page 1 of 3
Napoleonic cavalry
Posted: Sun May 30, 2010 5:10 am
by alessillo
I'm working on a Napoleonic Mod and on a XVIIIth Century Mod, at the moment I have a great problem with heavy cavalry like courassiers or dragoons: in unitmodel.csv I replace dismounted sprites with mounted sprites and under the fire column I place stand sprites; when the modded cavalry unit arrive at fire range of an enemy unit begin to fire and smoke appears even if the soldiers are still on their horses. In my TC2M mod Battles of Frederick the Great, replacing the firing animation with the stand animation, heavy cavalry units did not fire and I solved the problem, it's not the best solution but it worked. How can I prevent a unit to fire and consume his ammunitions?
Re:Napoleonic cavalry
Posted: Sun May 30, 2010 6:41 am
by Chamberlain
Hello
alessillo ,
Just wanted to let you know that I saw some of your sprite work over at TC2M, the Highlanders sprites, and you did an fantstic job !!!
Chamberlain
Re:Napoleonic cavalry
Posted: Sun May 30, 2010 11:40 am
by Jack ONeill
Alessillo,
Great to see you brother. Looking forward to more outstanding modding from you in the near future. Will we see you in MP?
Regards,
Jack O'Neill B)
Re:Napoleonic cavalry
Posted: Sun May 30, 2010 8:31 pm
by Jim
In drills.csv there is a setting for each formation to allow or forbid fighting from that formation. If I am understanding your intent correctly, that may be what you are looking for.
-Jim
Re:Napoleonic cavalry
Posted: Mon May 31, 2010 4:18 am
by bedbug
Great to hear alessillo is on the job!

Re:Napoleonic cavalry
Posted: Mon May 31, 2010 9:27 am
by alessillo
Yes bedbug I'm working hard but with no results, if I follow the solution posted by Jim units become idle; the problem it's the smoke animation, it do not depends from the firing animation like in TC2M. If I can't find a solution I hope in a future patch that allows units without firearms in the game.
Re:Napoleonic cavalry
Posted: Mon May 31, 2010 9:45 am
by RebBugler
alessillo wrote:
Yes bedbug I'm working hard but with no results, if I follow the solution posted by Jim units become idle; the problem it's the smoke animation, it do not depends from the firing animation like in TC2M. If I can't find a solution I hope in a future patch that allows units without firearms in the game.
Hey our Italian brother, glad to see you here for a whole new realm of creative potential.
Not quite sure what you need, but one way to stop firing and smoke is create a weapon with say, a 1 yard maximum range, and assign it to your nonfiring unit. They'll never fire, so no smoke. Is this kinda what you're after?
Re:Napoleonic cavalry
Posted: Mon May 31, 2010 11:29 am
by alessillo
Thanks RedBugler, the problem is that with a range of 1 yard or 10 yards there isn't smoke, but the cavalry unit can't target enemy units; if you order to the cavalry unit to charge an enemy unit at 30 yards, your cavalry doesn't move because it can't see the target.
Re:Napoleonic cavalry
Posted: Mon May 31, 2010 11:46 am
by RebBugler
alessillo wrote:
Thanks RedBugler, the problem is that with a range of 1 yard or 10 yards there isn't smoke, but the cavalry unit can't target enemy units; if you order to the cavalry unit to charge an enemy unit at 30 yards, your cavalry doesn't move because it can't see the target.
I see, good point. How about, set max range to 9 yards (melee default is 10, I think), and, instead of using the charge command, use attackmarch for that unit type to engage, or in essence, charge.
Re:Napoleonic cavalry
Posted: Tue Jun 01, 2010 1:35 pm
by alessillo
Well, if the player controls the cavalry units he can order to march against the enemy units and the solution of a weapon with 9 yards range can work, but when the AI controls the cavalry units the result is this
Uploaded with
ImageShack.us
Cavalry regiments take a lot of casualties and then retire.
I think that at the moment it's impossible to make a decent napoleonic cavalry.