Kohan II: Kings of War

Kohan II: Kings of War

ambassador 19 Mar, 2023 @ 12:25pm
Corpses disappear too fast
The lack of corpses is kinda immersion-breaking after a big battle. Where can I modify this?
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Darquan Mortis 23 Mar, 2023 @ 3:04pm 
Originally posted by ambassador:
The lack of corpses is kinda immersion-breaking after a big battle. Where can I modify this?

You can edit this in .tgi files, it is defined by two values, "rot time" that defines how long object remains before starts sinking into ground and "sink time" that define how long it will take before object sinks into ground completely.
Both values are part of body component which can be found in kohan2/data/templates/component path, however editing those values directly in body component .tgi file will affect buildings as well as units.
Probably easiest way how to change these values just for units will be to add bodycomponent definition with those values to unit template, that can be found in kohan2//data/templates with that it sould be loaded as standart for all units.

Didn't toyed with those values in my mod so can't tell how big strain it can put on game engine in case of large battles with multiple players..
ambassador 10 Sep, 2023 @ 1:34pm 
Originally posted by Darquan Mortis:
Originally posted by ambassador:
The lack of corpses is kinda immersion-breaking after a big battle. Where can I modify this?

You can edit this in .tgi files, it is defined by two values, "rot time" that defines how long object remains before starts sinking into ground and "sink time" that define how long it will take before object sinks into ground completely.
Both values are part of body component which can be found in kohan2/data/templates/component path, however editing those values directly in body component .tgi file will affect buildings as well as units.
Probably easiest way how to change these values just for units will be to add bodycomponent definition with those values to unit template, that can be found in kohan2//data/templates with that it sould be loaded as standart for all units.

Didn't toyed with those values in my mod so can't tell how big strain it can put on game engine in case of large battles with multiple players..
Sorry for being late, but thanks for the information! Is there a particular reason why affecting buildings as well would be bad? Does it prevent the construction of new buildings until the destroyed ones are gone?
Darquan Mortis 27 Oct, 2023 @ 6:13pm 
Originally posted by ambassador:
Originally posted by Darquan Mortis:

You can edit this in .tgi files, it is defined by two values, "rot time" that defines how long object remains before starts sinking into ground and "sink time" that define how long it will take before object sinks into ground completely.
Both values are part of body component which can be found in kohan2/data/templates/component path, however editing those values directly in body component .tgi file will affect buildings as well as units.
Probably easiest way how to change these values just for units will be to add bodycomponent definition with those values to unit template, that can be found in kohan2//data/templates with that it sould be loaded as standart for all units.

Didn't toyed with those values in my mod so can't tell how big strain it can put on game engine in case of large battles with multiple players..
Sorry for being late, but thanks for the information! Is there a particular reason why affecting buildings as well would be bad? Does it prevent the construction of new buildings until the destroyed ones are gone?

No problem and sorry for late reply from my side too, due to health issues I had to limit my work on AW mod or interest in games as such.
My complaint about buildings was mostly for cosmetic reasons, as they should crumble instantly not remain on battlefield for longer time period, in terms of game mechanics destroyed buildings should become non blocking object, that includes walls and settlement structures, which can be bigger problem then fact that respective unit corpses remain longer on battlefied. On other hand I didn't had time to check on relevant game templates, so it's mostly main issue I would watch for if you want to make "persisting corpses mod" and nothing more.
Good luck to you with your mod development.
Last edited by Darquan Mortis; 2 Nov, 2023 @ 6:43pm
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