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Originally Posted by Stazi
I mentioned engagement threshold because IMO it has a significant influence on units in skirmish mode, especially those with short range missile weapons.
Oh right, i misunderstood you then... I in fact have not messed with those at all and i thank you for bringing it up. I will most certainly be looking into it. have you tried any values yourself for the engagement range? If so i'd love to hear them although i will run my own custom battles too and see what i get.
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Yes, I noticed that but IMO it's still too short. Ok. Forget it. It's not that important.
May i suggest that you customise it for your own copy then? I am reluctant to increase it further for the reasons mentioned above. Feel free to do whatever customisations you need and even publish them if you like as add-ons mods of the mod. Its absolutely fine by me.
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If I'd like to use naptha throwers (I love grenades:)) I change them myself.
heh ,yes they can be fun ;) One thing you can do as an alternative to increasing the range is to increase the accuracy. At the moment is way higher than vanilla but still somewhat low (0.75). If you put it at 1.2 you can have really good grenadiers and not awfully overpowered (only slightly).
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Forgive me if I sometimes resurrect old subjects. I'm only a poor, old men (of the mountains ;)) and my memory has more holes that a cheese .
Nothing to forgive Stazi. I am greatly indebted for your feedback, thank you very much and please keep pushing me as it only helps tremendously to make the mod better to the benefit of all :bow:
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But.. you know... it was bothering me every time I opened those files. <problem solved>
Absolutely, and if other people wanted to mod the mod may have stumble, actually would have stumbled in the same problem. Problem solved thanks to your skill and kindness, thank you very much.
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btw you can try Dragon Editor. It has some flaws but it's much better than Gnome, has more features and doesn't spoil file structure.
Thank you for the suggestion, i will cetrainly do at some point. Currently, i know my way around the files so well that i do not use any editor and edit manually straight in the txt.
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Originally Posted by Asai Nagamasa
I honestly don't see the big deal with dropping a .zip file somewhere and then extracting it to merge into the existing directories.
The end of the unit and build prod is easy enough to clean up and you should do it every time you finish with the gnome editor to avoid any corruption. Open the file with a decent windows text editor such as notepad++ look at the last section of the file and wipe out the duplicated mess at the end and save it.
No other big deal other than my incompetence master camelier :) I was doing just that and got crashes everytime. Stazi kindly did it for me though and will be in the next version.
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Javelins are a liability and to be honest they should be just taken out altogether. You can simply never balance javelins to work properly in the same way that you can never balance undersize uber units. Personally I wouldn't worry what others think - take them out / turn them into spears or whatever. If some people don't like it there are a plethora of other mods out there that still have javelins.
Indeed. however the mod tackles the problem as mentioned ie the javelins are pretty rare occurences in AI stack that maintain the vanilla flavor without ruining the AI stacks at all as i hope you will discover your self if you happent to try it. It works well, or so i found. I went to great lengths to retain as much of the vanilla game as possible while balancing it out as much as possible without losing the flavor :bow: