I've finally managed to figure out how to edit unit stats without changing the patch2.pack file. Using the DBEditor I changed stats for French infantry and cavalry to have maximum range, accuracy, reload speed, damage, charge bonus and defense etc. This is purely for fun, not realism, when you just want to steam roll over enemies on the battlfield.
What exactly are the maximum stats for range, accuracy, reload, damage, charge, defense, etc.? Last I checked DBEditor didn't give those.
For example: the maximum melee skill of any unit in the game is 16 (I think), but how high will the game actually let you set it? And if you set it too high, does the game just lower it to the maximum or does it cause an error (like treating a skill of 100 as 10 because it just truncates to two digits (I have seen other games do stuff like that)).
The maximum range for infantry is based on what is set in the projectile tab. Open patch2.pack in the DBEditor and first thing to do is on the file menu, uncheck CA Packs Are Read Only so you can make edits.
Then go to unit_stats_land_tables\unit_stats_land. Scroll down a bit and find euro_line_infantry_denmark for example and scroll across right untill you see the projectile column and change the value to musket_breech_loader which has a range of 125 which is the longest rifle range.
If you open projectiles_tables\projectiles and scroll down to musket_breech_loader you will see range is 125, the longest range. That is enough of a range to cut down charging cavalry before they get near you. You can change damage values here as well.
For accuracy, reload, defense, melee skill and everything, change the values in unit_stats_land_tables\unit_stats_land, in the euro_line_infantry_denmark, under the headings for each skill. 100 will be anough, that should give you at least 4/5 yellow bars, in the statistics screen in game. My Prussian infantry have max melee skill and the enemies drop like flies quicker than you can count them.
Here's the thing though, you will want to make whatever changes you make, into a mod and not permament changes to patch2.pack. If you plan to make changes to units in unit_stats_land_tables\unit_stats_land., select the unit's whole line so it is highlighted blue and select copy in the edit menu , then file>New unit_stats_land_tables Table, choose New pack file and name it and Edit>paste the line into your new table and make whatever changes you want. This way you have a unit mod that you can delete whenever you don't want to use it.
Thanks. I've edited unit stats before, like giving the British Black Watch the combat stats of the Siemenovski Guard with the firing stats of the Prussian Life Guard, but I've never edited beyond what is already found in the game. I'll give it a try sometime. Right now I'm too busy playing the game vanilla and without any trainers. That's the best thing about the Total War series, they are fun both with and without mods/cheats.
The only thing I would want is unlimited movement in the unmodded version. Other than that, you can edit stats for any unit both land and ships. Right now I've got my missionaries converting the native american tribes from 100% animism to 100% catholicism in 1 turn.
So I went ahead and edited some land units, lots of fun for a little while, just to see whole armies crumble before a few super-units. Then I tried editing ships to see how that went. Couple of problems:
1: Increasing ship speed alone gives some ships a massive turning radius. Right now I'm playing with speed, turning speed, and maneuverability stats to see if I can figure out the correlation.
2: How is the game figuring firepower? Unmodded the First Rate is shown to have more firepower than the Heavy First, which doesn't make sense. The Heavy has larger guns, which take longer to reload but do more damage, and it has more of them. If you mod a First Rate to have larger guns, the firepower stat goes down. I'll play a few more battles and see how the firepower stat really translates to in-battle performance.