While revisiting the old Berserker thread from a while back, I found some interesting and random properties of mounts in M2TW:
1. Mounts can have working knockback/knockback_move animations assigned to them in descr_skeleton.txt, however, knockdown animations do not function at all, even if one adds the same lines to their riders' skeleton entries.
2. For horse and camel classes, knockbacks only occur via physical collisions (heavier units with mass 8 times or larger). Knockbacks can be used to interrupt almost any animation sequences except when the horses and camels are in melee combat or charging. Interestingly enough, only the riders are affected by knockbacks inflicted by melee attacks and projectiles.
3. Elephant type mounts can be knocked back by projectiles in addition to physical collisions, unlike infantries however, any projectiles can knock them back irregardless of their mass values in descr_projectile.txt. Like horses and camels, they gain the immunity to knockbacks in combat, but projectiles can be used to slow them down when they are marching or pursuing a target. They are completely immune to knockbacks caused by melee attacks however.
4. Knockbacks and knockdowns inflicted by elephant type mounts are actually bugged: frontal and back knockbacks on the target are reversed.
5. Mahouts (elephant driver) actually has an unused but working taunt animation sequence, it can be enabled by changing the following lines in their skeleton in descr_skeleton.txt:
Code:
From:
anim taunt_1
To:
anim er_taunt_1
This animation however only plays if there are no additional riders on the elephant (except for captains and generals) besides the mahout.
6. Like in Rome Total War, elephant type mounts with maximum of two riders actually forces the mahout animation to the captain/general if one is assigned to the unit on the battle map, this is likely a carry-over from Rome where the smaller forest elephants do not carry a howdah (carriage) so the captain will ride on the elephant, instead of standing on them. However, assigning the second rider via the EDU will cause the extra crew to stand as usual.
7. Elephant riders cannot attack in melee combat, ever, unlike chariot crews in Rome. Despite not being able to attack, the extra crews (not the mahout) can be killed by a charge attack if they are low enough to the ground. However, we can still emulate Empire Total War style elephants or Demigryph Knights in Warhammer by modifying the mahout's animations.
8. Camels have an unused attack sound effect found in descr_sounds_generic.txt, this can easily be enabled by modifying the .evt files associated with this skeleton type.
9. For elephant type units, you can make the game to display the defensive stats (hp, armour, defence skill, shield) of the riders rather than the mount itself by giving the mount the defence skill value of 0. Know that this only hides the remaining armour and hp stats of the mount and does not disable them. This is only useful if you want to display the upgradeable armour stats for the riders, but trades off by the mount vulnerable to armour piercing attacks due to the removal of defence skill.
10. Camels are very weak in melee in M2TW, especially against infantries, why? This is because their collision box is far bigger than their model would suggest, and the height of the rider actually meant they have trouble reaching infantries.
We can make them much more effective by making the following changes in descr_mount.txt:
Code:
type camelclass camel
model Mount_Camel
radius 1.8
x_radius 0.8
y_offset 0.2
height 2.5
mass 3.75
banner_height 0
bouyancy_offset 1.8
water_trail_effect camel_water_trail
root_node_height 1.52
rider_offset 0.0, 0.38, -0.2
Note that this makes them somewhat ugly as the rider will sink into their mount. I have yet to find another way to increase their effectiveness even with skeleton changes, perhaps we may need to make shorter camels.
An extra note about knockdowns caused by infantries in M2TW: The launching attribute for weapons in the EDU is completely disabled (despite not causing any errors), so the only real way for infantries to knockdown other infantries is to bump into them with their collision box while possessing substantially higher mass (at least 20x, maybe larger, however too much of a difference will cause the affected unit to "teleport" instead of playing the proper knockdown animation sequence). Bumping can be facilitated by giving the heavier infantry unit access to animations that make them move around in melee combat.
I will post more details on implementing the fake Demigryph Knights later.