Total War: ROME REMASTERED

Total War: ROME REMASTERED

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Arahatree 18 Oct, 2022 @ 5:38am
Weapon damage modding
Is it going to be possible to mod the hardcoded weapon damage?



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AS A CLARIFICATION:

"Attack" sometimes written in unit cards as "Melee attack" is the probability to hit, substracted by "Defense skill" plus "shield". That's not weapon damage.

Only "Missile attack" is actually weapon damage for missiles. Which is confusing for most people, because in units cards it's written in a way that looks equivalent to "Melee Attack"

By the way, hit points work in decimals, right? usually weapon damage goes from 0.4 to 0.7 depending of the weapon, but we can't see the values in rome TW or Remastered, we can just guess.

"lethality" is not weapon damage (as i read sometimes in forums). It's the probability of taking a whole hit point with one blow. Nothing to do with weapon damage or the way hit points work in decimals. Europa Barbarorum II modified "lethality" thinking they were modding weapon damage, that was a great mistake given misconceptions about weapon damage.

According to comments in export_descr_unit.txt (EDU), weapon damage is here:

stat_pri
Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)

In parenthesis written "it's not used"?? However, it's written with uncertainty and doubts, which means it's used, off course!! Why would CA let Rome TW without different weapon damages? that's a basic feature easy to implement in the engine.

So, modding weapon damage could be written in EDU file, unit by unit, something like this:
piercing = value by default (write here any value you want to be modified for that unit).
blunt = same thing
etc....