



PIERCEing a rock would be like lighting one on fire so 10%. SLASHING him would be useless. I'd figure he would be practically invincible to CRUSH damage. Let's take a look at one listing.Armor = DEFAULT 40% 50% this sets the level for all nonspecified damage typesArmor = PIERCE 20% 10% archer damage - since archers shoot so much, soldiers need to be extra tough to get in on them.Let's say I want to make a new unit made from rock. I'm not sure if negative numbers are allowed but worth trying I assume. It's just for reference."CRUSH", Blunt and heavy hit "SLASH", sharp and slicey hit"SIEGE", Siege weapons get their own thing"UNRESISTABLE", Special use system damage"FALLING", Falling far and hitting groundThese are copied right from the introduction in the armor.ini.
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Any further questions about this tutorial can be answered by coming to our forums. Notice the differance between normal armor and heavy armor.Armor = DEFAULT 100% this sets the level for all nonspecified damage typesArmor = PIERCE 50% archer damage - since archers shoot so much, soldiers need to be extra tough to get in on them.Try to be creative and give your units a strong defense against some types and make them vulnerable to others.I hope this answers a few questions regarding the armor code for your new unit. Keep that in mind when setting up your values. Try to balance your units so it can be defeated within reason.Armor upgrades will change these numbers. SIEGE weapons should be down right devastating 300%. Heroes should be more effective than normal 125%.
