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Thread: possible bug reg Pritanoi skirmishers in campaign

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  1. #1

    Default Re: possible bug reg Pritanoi skirmishers in campaign

    Ok final fix I hope

    Installation: 1) unzip, 2) drop files in mods\eb2\data replacing old ones (backup first)

    Fixes and Enchacements
    * Skirmishers should actually work nicely now, with a very few limitations, see below
    * Projectiles of even the same type with different range should have better trajectories. To do that a couple entries were made with different stats at reasonably different ranges, eg. arrow150 for 150m or arrow180 for 180m. If you want to use them for coding new units, check projectiles file for the naming. They should cover a wide spectrum of ranges (being 10m off is no big deal anyway)

    Special Notices:
    *Skirmishers were tested with 12 different units and at least 6 times each unit, so far no problems.
    *If a unit CTDs or does not fire after this fix, contact me I may have mispelled an entry
    *Ranges are vanilla EB2. In most cases one voley will be fired before charged upon. If you like a bit longer ranges like 10m more plz wait till evening when I'll make a file for you as well. In any case check this one out, you might find it ok.

    Limitations:
    *Extreme line abreast and line astern formations (e.g only 2 ranks, formations that have very few men in minor direction) may not function well with javelinmen,
    Reason is that some of these men will be out of range. In that case for them animation will play but they won't launch spear. In any case those within range will launch them and you only have to blame yourself for using such crazy formations that are not even sensible!
    Use a nice formation with 4-5 ranks and everything will be good.
    *Loose formations might cause the above in parts of the formation. Consider it natural. If the 1st man is 40m away and the rank 3 is 58 m away that is big difference. move closer with loose formations if you need al spears to fire.
    *The above are also valid for cavalry

    https://www.sendspace.com/file/rqzkqy

    https://www.sendspace.com/file/05sfv0 -version with longer range for low ranged skirmishers , does not fix anything more, only for preference
    Last edited by Not_a_Strategist_yet; 09-06-2014 at 09:32.

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  2. #2
    Sassem Member Sassem's Avatar
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    Default Re: possible bug reg Pritanoi skirmishers in campaign

    i love your dedication to fix a certain problem thank you for trying so many different stats for 1 important/annoying problem

    i will try these stats this weekend

  3. #3
    Minister of Useless Tidbits Member joshmahurin's Avatar
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    Default Re: possible bug reg Pritanoi skirmishers in campaign

    Yes seriously thank you so much :) @Ibrahim will be thrilled with your progress I'm sure



  4. #4
    EBII Council Senior Member Kull's Avatar
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    Default Re: possible bug reg Pritanoi skirmishers in campaign

    Quote Originally Posted by Not_a_Strategist_yet View Post
    Ok final fix I hope
    In all seriousness, this is exactly the kind of thing we were hoping to get from knowledgeable fans such as yourself. The team can't be everywhere, working on everything, and in many cases even if we were, the solutions might take a long time to achieve. So THANK YOU for your efforts on this!
    "Numidia Delenda Est!"

  5. #5
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: possible bug reg Pritanoi skirmishers in campaign

    Quote Originally Posted by Not_a_Strategist_yet View Post
    Ok final fix I hope

    Installation: 1) unzip, 2) drop files in mods\eb2\data replacing old ones (backup first)

    Fixes and Enchacements
    * Skirmishers should actually work nicely now, with a very few limitations, see below
    * Projectiles of even the same type with different range should have better trajectories. To do that a couple entries were made with different stats at reasonably different ranges, eg. arrow150 for 150m or arrow180 for 180m. If you want to use them for coding new units, check projectiles file for the naming. They should cover a wide spectrum of ranges (being 10m off is no big deal anyway)

    Special Notices:
    *Skirmishers were tested with 12 different units and at least 6 times each unit, so far no problems.
    *If a unit CTDs or does not fire after this fix, contact me I may have mispelled an entry
    *Ranges are vanilla EB2. In most cases one voley will be fired before charged upon. If you like a bit longer ranges like 10m more plz wait till evening when I'll make a file for you as well. In any case check this one out, you might find it ok.

    Limitations:
    *Extreme line abreast and line astern formations (e.g only 2 ranks, formations that have very few men in minor direction) may not function well with javelinmen,
    Reason is that some of these men will be out of range. In that case for them animation will play but they won't launch spear. In any case those within range will launch them and you only have to blame yourself for using such crazy formations that are not even sensible!
    Use a nice formation with 4-5 ranks and everything will be good.
    *Loose formations might cause the above in parts of the formation. Consider it natural. If the 1st man is 40m away and the rank 3 is 58 m away that is big difference. move closer with loose formations if you need al spears to fire.
    *The above are also valid for cavalry

    https://www.sendspace.com/file/rqzkqy
    downloading and testing now. Thanks for the help!
    I was once alive, but then a girl came and took out my ticker.

    my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).

    tired of ridiculous trouble with walking animations? then you need my brand newmotion capture for the common man!

    "We have proven, beyond a shadow of a doubt, that if we put the belonging to, in the I don't know what, all gas lines will explode " -alBernameg

  6. #6
    Bored Member Tux's Avatar
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    Default Re: possible bug reg Pritanoi skirmishers in campaign

    Great job there to get these fixed!

    Have you also looked at the prec bug and a way to fix it?

  7. #7

    Default Re: possible bug reg Pritanoi skirmishers in campaign

    Thanks gents. What is the prec bug? Not aware of what you mean there I'm afraid.

    PS: Also posted the slightly more range for low ranged skirmishers version, for those that definitelly want more range as a preference. THis is not tested though I use first version personally.
    Last edited by Not_a_Strategist_yet; 09-06-2014 at 09:33.

  8. #8
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: possible bug reg Pritanoi skirmishers in campaign

    @Not_a_Strategist_yet:

    1-first off: thanks for the help! I have decided to make your fix official for the time being, and should be incorporated into future releases. EDIT: with modifications: I've gone ahead and simplified the scheme, so that there wouldn't be as many different types of javelin. There were supposed to be only two ranges anyways: ~30 m and ~50 m (adjusted to 50 and 70 to account for the engine). And I have to say: it works flawlessly for infantry and skirmisher cavalry.
    2-the prec_bug is a bug that prevents units who are supposed to throw first before entering melee from actually throwing their javelins properly. it is why at present units who do only get 1 javelin, instead of the correct 2. This wort affects the cavalry who are supposed to throw their javelins then charge (like the Armenian minor nobles).

    ADDENDUM: right now your scheme has all but eliminated the problem for the infantry, but the cavalry precs need help. will make arrangements to improve akonstists and relatives.
    Last edited by Ibrahim; 09-10-2014 at 09:21.
    I was once alive, but then a girl came and took out my ticker.

    my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).

    tired of ridiculous trouble with walking animations? then you need my brand newmotion capture for the common man!

    "We have proven, beyond a shadow of a doubt, that if we put the belonging to, in the I don't know what, all gas lines will explode " -alBernameg

  9. #9

    Default Re: possible bug reg Pritanoi skirmishers in campaign

    ADDENDUM: right now your scheme has all but eliminated the problem for the infantry, but the cavalry precs need help. will make arrangements to improve akonstists and relatives.
    Yes the cavlary was less tested I have to admit. But I can recognise the problem.
    The problem is the formation is much bigger so at max range a lot of them are out of range.

    I think you will need to add like 25-30% bigger top speed for the cavalry javelins so all can be in range. Just increase the top speed in cav_javelin and it will be fine.

    As for the different projectiles of shame type, don't eliminate the same thing from arrows and long range things to just one value plz if you plan to use it. The thing is to have realistic trajectories you need different speed for an arrow at 140m and 180m. Instead plz keep the values for the ranges you plan and adjust them to your liking like you did with javelins.
    Last edited by Not_a_Strategist_yet; 09-10-2014 at 13:57.

  10. #10

    Default Re: possible bug reg Pritanoi skirmishers in campaign

    Discovered a new cause that prevents the cavalry skirmishers from being usable.
    After running away from enemies with skirmish mod, the formation breaks up a bit and even if it does not a lot of the men end up in crazy distances from enemy,
    The engine somehow thinks they are in range so it fires and javelins do not fire as a consequence.
    Furthermore it retreats them before they actually get in range.

    This calls for an aesthetically unpleasant fix. I had to give crazy top speeds to cavalry projectiles so they can reach target after retreating with skirmish mod. Speeds even more than some arrows lol.
    This in turn made them miss like hell, so then I had to give them more accuracy as well.

    EDIT: FILES TAKEN DOWN. SORRY GENTS, THE ABOVE WORKS FOR CAVALRY WITH SKIRMISH MOD ON BUT VISUALLY IT LOOKS TOO UNREALISTIC< AND THIS MOD LOVES REALISM AFTER ALL. SO PLZ DONT USE SKIRMISH MODE WITH CAVALRY TILL ANOTHER SOLUTION IS FOUND!

    Anyone here knows were you can set the distance cavalry will run with skirmish mode on and when skirmish will be enabled? Then I can make a proper fix.
    Last edited by Not_a_Strategist_yet; 09-10-2014 at 13:59.

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