Ok did some testing myself.
In the descr_projectile file I can see this at top:
; to calculate projectile parameters take
; d = shot distance from export_unit_descr.txt
; d = v^2 / g (at 45 deg) -> v = sqrt(d*9.81)
; check weapon ranges with angle ranges using
; d = v^2 * sin(2*a) / g
Not sure if this rule must always be followed or it is an entry that bares no importance. Anyway decided to give it a go.
Calculated a new speed of 23 based on those 2 equations and inputed it in javelin.
Now I can get the skirmishers to unlish their javelins at an okay range.
They will not fire them at point blank , eg when directly behind friendly troops,
but also I noticed when cavalry ran away and got out of the 40 range then the animation played but no javelins were fired.
Reverted the value back to original one on purpose in speed and javelins would not fire.
Is there a possibility therefore that the speed needs to be about right using these 2 equations for the javelins to fire at correct range?
I've been a modder for quite a few games but not for TW series appart from some fiddling. So my question is , does the MTW engine judge wether javelins are to be fired based both on projectile speed and range?
Then a speed of about 40 would give a range of 160 and as a result the javelins would not fire with a unit restricted to a range of 40.
If so this could be a possible fix but not sure if it is valid. just a thought
(hope you don't mind me tweeking some stuff and searching for a solution, crazy curiosity just got enabled)
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