View Full Version : Creative Assembly Bows and Rows: Need definitive answers.
AgentBif
04-26-2003, 16:55
Please check out my post in the CA forums:
http://pub24.ezboard.com/fshogun....8.topic (http://pub24.ezboard.com/fshoguntotalwarfrm5.showMessage?topicID=6228.topic)
I'm hoping someone who actually knows the answers, especially a CA developer who knows the code, can answer this once and for all so we can get it into the sticky FAQ on their official forums.
bif
Lord Of Storms
04-26-2003, 18:31
If you want stats on the weapons i.e. bows all types why dont you look into the projectile stats file(Medieval Total War/projectile stats it gives Range, Length,frequency,accuracy,reload etc. pretty much all you want to know
AgentBif
04-26-2003, 19:03
Go read the posting please.
longjohn2
04-26-2003, 19:07
In theory all men in any rank can fire. In practice, they have to be able to pick an enemy they can shoot at without blowing away the guy in front of them. Whether they can do this depends on their weapon's characteristics, and the position of the target, and whether they're in close or loose formation.
In general it's rare that anyone in the third row or beyond will get a clear shot if using a crossbow or arbalest. Archers on the other hand can shoot many rows deeps if the target is reasonable distance away. At very close range though, only the first row may be able to shoot.
Guys shooting from beyond the second (third in loose formation) can't see the target too well, so they suffer an accuracy penalty. In theory bows work best if two rows deep, at least if the target is reasonably central so that both ends of the line can shoot at it. In practice three ranks deep is a good compromise between firepower and keeping a compact unit.
cheers for that longjhon2
AgentBif
04-26-2003, 22:26
Quote[/b] (longjohn2 @ April 27 2003,10:07)]In theory all men in any rank can fire. In practice, they have to be able to pick an enemy they can shoot at without blowing away the guy in front of them.
Wow, I'm very impressed how you guys modelled this issue
Did you guys pick projectile speeds based on real world numbers and apply gravity properly scaled to game time and to those speeds? (You would need to do that sort of thing in order to determine whether the shot elevation enabled a clear shot or resulted in an obscured trajectory.)
Unfortunately, I noticed yesterday that longbows have the same arrow speed as short bows and I don't think that would be the case. To get the superior range, they generally would need superior launch velocity over standard bows, although arrow weight and aerodynamics are a factor there as well http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Thanks much for the answer... into the FAQ it goes then.
bif
ShadesPanther
04-26-2003, 22:37
Thats the problem with the longbow it can fire to it designated range ie they will aim the move forward a bit then aim and shuffle forward until their arrow can reach the enemy
Hakonarson
04-27-2003, 01:10
And of course that "clear shot" is subjective too - I've occasionally had men hit by outgoing arrows - even in the unit that's actually doign the shootign
longjohn2
04-27-2003, 17:47
The arrow velocity and gravity were chosen to make arrow fire look attractive in the game. The firing ranges were chosen for gameplay reasons, although they are not unreasonable guesses for effective engagement range (which would be a lot different to the maximum possible range ).
The longbow velocity bug is fixed in VI
AgentBif
04-28-2003, 19:34
Quote[/b] (longjohn2 @ April 28 2003,08:47)]The longbow velocity bug is fixed in VI
Well then everyone should go buy it then I will...
http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
bif
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