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Thread: Horse Archers are BROKEN in 1.2 patch!

  1. #151
    Scruffy Looking Nerf Herder Member Steppe Merc's Avatar
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    Default Re: Horse Archers are BROKEN in 1.2 patch!

    It's export desc units (or something with those words).

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  2. #152
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Horse Archers are BROKEN in 1.2 patch!

    Quote Originally Posted by {Pharaoh}Anubis{Pha}
    what is the name of the file he is teawkin on? i was thinking on doing this . . .
    Sorry, wouldn't work. The change is probably in RTW.exe, and we can do very little to modify that (at least, those of us who aren't good at assembly). You could try using the 1.1 RTW.exe, but that would eliminate all the important changes that the patch made. If the problem isn't in the EXE, it might possibly be in the animations, which would be fairly easy to edit, but I really kinda doubt it.

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  3. #153
    Member Member Orvis Tertia's Avatar
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    Default Re: Horse Archers are BROKEN in 1.2 patch!

    To beat a dead horse: I was intrigued by the argument about whether or not horse archers actually fired on the move, and I discovered two things during the past half hour on the Web:

    1. It seems that at least some horse archers, Mongols in particular, use a caracol technique whereby they would run up into range of the enemy, fire, then wheel around and reload while galloping away, rinse and repeat. I read about some Middle-Eastern horse archers that would run up with three arrows knocked on their bows, fire all three, turn and reload three more arrows while turning, and then fire three more while heading away from the enemy. This would in effect cause each horseman to rush into range and fire six arrows, then quickly be out of range again. I have no idea how accurate any of this information is or how widely it applies to different cultures of this era, but I thought it was interesting. (And I only looked at sites that appeared to be of academic standards. I ignored gamer sites altogether.)

    2. I found this really fascinating discussion of the Parthians: http://www.iranchamber.com/history/p...thian_army.php


    This was quite interesting as well: http://www.au.af.mil/au/awc/awcgate/...trategikon.htm
    Last edited by Orvis Tertia; 02-10-2005 at 05:16.

  4. #154

    Angry Re: Horse Archers are BROKEN in 1.2 patch!

    Quote Originally Posted by QwertyMIDX
    I managed to get Horse Archers working right again, if you change the stat_pri_attr in the export_descr_unit file from no to thrown HA's work a lot better, unfortunatly they use the jav icon not the bow icon when attacking but I still think it's an improvement. If some other people would test it out and see what they think I'd appreciate it. They may work a little too well with just this change .
    thanks QwertyMIDX i'm going to test this,and what about the egyption chariot archers and the britsh archer chariots? do the same for them?
    and what of the elephant archers?
    http://pharaoh-clan.com slaves are made to be beaten!

  5. #155
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Horse Archers are BROKEN in 1.2 patch!

    I know it works for the chariots, I havent tried it on the Elephants, one day I will get around to it.
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  6. #156

    Post Re: Horse Archers are BROKEN in 1.2 patch!

    It worked like a charm QwertyMIDX all the HA factions and the archer chariots and the "Elephants" all worked very good
    i tried a test for mp but none of the games were compatible :(
    you gotta get your fix for the HA chariots and elephants to the attention of the rtw ppl somehow so they can maybe use it for a patch.

    cheers QwertyMIDX and very good work!
    http://pharaoh-clan.com slaves are made to be beaten!

  7. #157
    Cellular Microbiologist Member SpencerH's Avatar
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    Default Re: Horse Archers are BROKEN in 1.2 patch!

    I've finally been able to build a unit that would be effected by this problem and found none. I built carthaginian war elephants. I told them to attack a rebel unit (the sword icon was showing when over the enemy unit- which is odd) and they moved forward while firing (when in range). They only inflicted 3 casualties on skirmishers before the battle ended but arrows continued to fly through the air. Its unclear how many flights of arrows caused the casualties i.e. it may have looked like the war elephants were firing but the casualty calcs may not have been done. I find it hard to imagine how so few casualties could have been inflicted.
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  8. #158
    Estratega de sillón Member a_ver_est's Avatar
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    Default Re: Horse Archers are BROKEN in 1.2 patch!

    Quote Originally Posted by Red Harvest
    QwertyMIDX,

    List of units to search for and fix:

    barb chariot light briton
    barb horse archers scythian
    barb horse archers slave
    barb noble horse archers scythian
    barb scythian noblewomen scythian
    east persian cavalry
    east cataphract archer
    east horse archer
    east chariot archer
    egyptian bedouin
    egyptian chariot archer
    egyptian general's bodyguard early
    rebel amazon chariots
    merc horse archers
    merc bedouin archers
    Is the list completed ? Alt + attack doesn't work with war elephants.
    uh ?

  9. #159
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Horse Archers are BROKEN in 1.2 patch!

    Considering put this alteration in myself...

    Has anyone seen any other side effects of doing this? Any odd behaviours?

  10. #160
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Horse Archers are BROKEN in 1.2 patch!

    I haven't been able to make elephants work right with or without "thrown." I even changed a war elephant to class "missile" last night (to see if it would get the "skirmish" trait) but it didn't.

    With the elephants it is really odd because the animation of the archers freezes until a new order is issued or until they come to a stop, enter combat etc. It looks really strange...
    Rome Total War, it's not a game, it's a do-it-yourself project.

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