Empire: Total War Discussion
Trainer Tools and Resources
[Edited by m8tal, 10/26/2009 3:19:51 PM]
[Edited by m8tal, 10/26/2009 6:03:29 AM]
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)).
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.
[Edited by m8tal, 10/29/2009 4:57:54 PM]
[Edited by m8tal, 10/29/2009 4:59:08 PM]
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.
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