Ok final fix I hope
Installation: 1) unzip, 2) drop files in mods\eb2\data replacing old ones (backup first)
Fixes and Enchacements
* Skirmishers should actually work nicely now, with a very few limitations, see below
* Projectiles of even the same type with different range should have better trajectories. To do that a couple entries were made with different stats at reasonably different ranges, eg. arrow150 for 150m or arrow180 for 180m. If you want to use them for coding new units, check projectiles file for the naming. They should cover a wide spectrum of ranges (being 10m off is no big deal anyway)
Special Notices:
*Skirmishers were tested with 12 different units and at least 6 times each unit, so far no problems.
*If a unit CTDs or does not fire after this fix, contact me I may have mispelled an entry
*Ranges are vanilla EB2. In most cases one voley will be fired before charged upon. If you like a bit longer ranges like 10m more plz wait till evening when I'll make a file for you as well. In any case check this one out, you might find it ok.
Limitations:
*Extreme line abreast and line astern formations (e.g only 2 ranks, formations that have very few men in minor direction) may not function well with javelinmen,
Reason is that some of these men will be out of range. In that case for them animation will play but they won't launch spear. In any case those within range will launch them and you only have to blame yourself for using such crazy formations that are not even sensible!
Use a nice formation with 4-5 ranks and everything will be good.
*Loose formations might cause the above in parts of the formation. Consider it natural. If the 1st man is 40m away and the rank 3 is 58 m away that is big difference. move closer with loose formations if you need al spears to fire.
*The above are also valid for cavalry
https://www.sendspace.com/file/rqzkqy
Bookmarks