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feral_descr_movement_multipliers.md

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Workshop_header_template

descr_campaigns.txt

Table Of Contents

Introduction

This is a new addition for Rome Remastered. This file allows you to:

  • Assign different unit categories & classes custom movement multipliers
  • Requires type_specific_movement_point_modifiers set to true in data/data_controlled_features.json

See comments in the file for further details.

Example of default feral_descr_movement_multipliers.txt

; feral_descr_movement_multipliers - all the pertutations of unit category and unit class to a movement points multiplier
;
; Units
; Syntax: multiplier	<value>
;		  category		<category_type>, 	[optional]<category_type>...
;		  class			<class_type>,  		[optional]<class_type>...

; Characters
; Syntax: multiplier	<value>
;		  type			<character_type>, 	[optional]<character_type>...

;
; Notes: - This file only comes into effect when "type_specific_movement_point_modifiers" is set to true in "data/data_controlled_features.json"
;
;		 - The modifier assignment is done in the order they are described here, so a lower modifier assignment will overwrite previous ones
;
;		 - Assinging multiple categories/classes to a speed will make it so that speed is used for all combinations of categories/classes
;
;		 - category_types, class_types and character_types can be defines as shorthand for any set of categories/classes/characters
;
;		 - Category types that can be used: infantry, cavalry, siege, ship, handler
;
;		 - Class types that can be used: heavy, light, skirmish, spearmen, missile
;
;		 - Characters types that can be used: spy, assassin, diplomat, merchant, admiral, army_captain/general, named_character
;
;		 - Character multipliers MUST come after unit multipliers
;
;		 - If you DON'T mention one of the parameters for a speed then ALL the posibilities are being assigned
;
;		 - Make sure to use Windows line endings, it massively messes up stuff if you don't

These are used in the base game to make siege weapons have reduced movement and agents have increased movement. See below for two examples.

Siege Weapons have 75% of standard movement range:

category	siege

Agents have 140% of standard movement range:

type		agents```