Increased chance to hit mod

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Crow_T
Posts: 850
Joined: February 24th, 2011, 4:20 am

Increased chance to hit mod

Post by Crow_T » June 17th, 2012, 5:41 pm

Here is a simple mod I created because I was tired of the constant whiffing of my units. Now they have better training ;)

Basically I increased the chance to hit by 20% across the board, increased marksman to 80% and magic to 90%. I also increased all resistances by 10% so it's not a total slaughter. It still needs some testing and there could be errors/inconsistencies that come with gruntwork data entry.
Firstly, back up the original files!
replace data/core/units.cfg and data/core/macros/abilities.cfg with the attached modded files.

Start up wesnoth and enjoy the sounds of damage! Any c&c is welcome.
Some notes: a scenario's custom units won't be affected by this, if you want consistency you will have to change them to match. Basically [defense] numbers add 20 and [resistance] subtract 10.
Attachments
units.cfg
(53.91 KiB) Downloaded 173 times
abilities.cfg
(23.6 KiB) Downloaded 166 times

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Alarantalara
Art Contributor
Posts: 782
Joined: April 23rd, 2010, 8:17 pm
Location: Canada

Re: Increased chance to hit mod

Post by Alarantalara » June 17th, 2012, 6:01 pm

Sadly, your work is incomplete. There are 52 units in core that have special defense values on some terrains and 73 (including most undead) with special resistance values.

Some notable ones (for defense):
vampire bat
dwarvish guardsman, ulfserker
elvish scout
goblin wolfrider
gryphon rider
poacher
walking corpse

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Crow_T
Posts: 850
Joined: February 24th, 2011, 4:20 am

Re: Increased chance to hit mod

Post by Crow_T » June 17th, 2012, 6:12 pm

well damn, that is pretty incomplete.

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