View Full Version : Projectile statistics
Straight cut and paste from Projectile.txt in the base STW directory.
Projectile-type related stats:-
Length, Frequency, Range, Speed, Accuracy, Power, Reload, Is a gun?
Longbow
{
25, 11, 5000, 150, 0.6, 0.5, 4, false
}
Mounted Longbow
{
25, 11, 5000, 150, 0.4, 0.5, 4, false
}
Arquebus
{
0, 15, 4000, 200, 0.07, 16.0, 30, true
}
Musket
{
0, 15, 5000, 250, 0.12, 16.0, 21, true
}
Ninja Star
{
0, 5, 1200, 100, 0.5, 1.0, 3, false
}
Javelin
{
0, 5, 1500, 80, 0.15, 2.0, 3, false
}
Grenade
{
0, 5, 1300, 80, 0.03, 6.0, 6, false
}
Crossbow
{
10, 5, 4000, 250, 0.15, 3.0, 15, false
}
Lord Aeon
08-22-2001, 09:12
Wow, those crossbows do more damage than i thought!!
Well, relative to other missile types, anyway.
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"You have offended my family, and you have offended a Shaolin temple."
[This message has been edited by Lord Aeon (edited 08-22-2001).]
hmmm.. the problem with the readout is that it doesn't explain the Javelin's Godlike effectiveness, and it doesn't account for the explosion of the grenade. Perhaps the properties of these two Mongol weapons are jointly handled by some other variable(s) not shown here. They would have to create one for the grenades, and you would think they might use it(them) to tweak the firing effectiveness of MLC and maybe the javelin (cuz as I said nothing here accounts for its godness).
Wait! I just thought of it. They aren't terribly accurate, but they are more so than guns. And their power (which=penetration) is 4 times that of a bow-fired arrow, and that combined with all 60 guys hurling at once (as opposed to 20 for musketeers) and the ability of the Javelins to come down on the heads of the unit and therefore strike more than just the limited front rank of a target (the limitation of muskets), would account for their severe effectivenes at close ranges which we don't see from muskets (not in real life, just within the game engine).
And the fact that grenades aren't treated as guns might explain why they (in my limited tests) don't seem to have the scare factor one would expect.
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Khan7
Hi,
I hate to show my stupidity in public - but what do these figures actually mean? Some of them are obvious, but others are difficult.
thanks in advance.
Length seems to have something to do with a physical property of the bow/crossbow itself which has a purpose which I dunno and effects that I dunno about.
I also dunno about frequency.
Range is, well, range. Would seem reasonable to estimate a range of 5000 to be the equivalent of 150 yards, therefore 1 yard = about 33.33 range units.
Speed is the speed at which the projectile travels. I don't believe a direct correlation to real life units of velocity would be necessarily possible or really at all useful.
Accuracy can be reasonably guessed to be the chance of the projectile hitting a certain sized target at a certain range. The value would be then for instance 60% for an inf. bow, 40% for a horseback bow, 7% for an arquebus, 12% for a musket, and so on.
Power is a value assigned to represent the weapons penetration power.
Reload is the amount of time it takes for the weapon to reload. Would seem that a value of 4 would correspond to something a bit more than a second, 3 about even on with a second.. of course it would fit more nicely if 4 = 1 sec and 3 = .75 sec but until we can understand more fully the way they handle this variable and whether their definition of reloading is the time it takes to simply get it READY to fire again or the time it takes to get it ready AND fire it. If it is the former then from my experience it would seem to .25 sec = 1 reload speed unit would make sense.
And is a gun is, well, whether or not its a gun (duh :-) ).
So there you are.
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Khan7
Hmmm, length might be time of flight which is more of a factor with those weapons at range. I know they look fast in movies, but it still takes a while for them to get there. I know with the Kensai against TB and KS you can actually watch the projectiles hit behind where they are thrown because bows are not as good against a moving target in a long range duel.
This might explain why javelins are so devastating since they are used at pointblank range with a lot higher power rating.
I don't think length deals with that, because speed deals with it, and length variables are only listed for bows and crossbows.
hehe, these .txt files are quite interesting, gives one a little peek into the inner souls of the developers.. or maybe not.
Anyway, here is a complete list of different AI Daimyo personalities I gleaned off of building_choice.txt. Enjoy.
balanced
p_crispy_critter - cheap attackers
p_nutter - fast attackers, few spears, load o nodachi
p_h4x0rz - alow, heavily defensive, many spears
p_rook - castle defenders
p_yuppy - likes higher tech troops
p_l337 - solid
p_secret_service
p_yakuza - imagawa, so extra bows
p_diplomat
p_troop_hoarder - slightly defensive
p_technologist
p_splendid_isolation
p_stalin
p_mao - lots of Ahshi
p_blitzkrieg
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Khan7
haha! I just figured out what length represents-- it is the length of the projectile itself, i.e. how long the arrow/bolt is! I've been browsing the .txt files, and I know this for fact.
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Khan7
And from further browsing of the .txt files I'm going to say that I'd estimate 1 yard to = about 75 range units.
CeltiberoSkullXIII
08-22-2001, 18:34
AND WHERE ARE THE faN TAHT THE GEISHAS TROW?
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