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Thread: Faster Battles (temporary submod for EB 2.0.0)

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  1. #1

    Default Re: Faster Battles (temporary submod for EB 2.0.0)

    The angle only changes the trajectory together with speeds and determines if soldiers will fire javelins.
    If you need more accuracy then the accuracy factor should suffice.

    I've actually tested with that while fixing skirmishers not firing javelins. Put the values even to 0.12 like you also found out and a lot of javelins will find the mark.
    Last edited by Not_a_Strategist_yet; 09-10-2014 at 21:26.

  2. #2
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: Faster Battles (temporary submod for EB 2.0.0)

    just so you guys know--this is to help with testing: "accuracy" is a bit of a misnomer: found that out with Paedric at the twcenter a while back.

    what it really is is the "scatter" of the missiles in radians to each side. If you guys want to get super pedantic (like I did with the archers and slingers), you can try to figure out a historic accuracy using that, and then tweak how deadly the hits are with battle_config.
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  3. #3

    Default Re: Faster Battles (temporary submod for EB 2.0.0)

    what it really is is the "scatter" of the missiles in radians to each side. If you guys want to get super pedantic (like I did with the archers and slingers), you can try to figure out a historic accuracy using that, and then tweak how deadly the hits are with battle_config..
    That will; explain the smaller scatter with smaller values! , thanks.
    Anyway was not intending to do that. Too much work + you need time to research those things.

  4. #4
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Faster Battles (temporary submod for EB 2.0.0)

    What are the new default values in 2.01?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  5. #5
    Minister of Useless Tidbits Member joshmahurin's Avatar
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    Default Re: Faster Battles (temporary submod for EB 2.0.0)

    Quote Originally Posted by QuintusSertorius View Post
    What are the new default values in 2.01?
    I believe so yes. @Moros can you confirm?



  6. #6
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Faster Battles (temporary submod for EB 2.0.0)

    Quote Originally Posted by joshmahurin View Post
    I believe so yes. @Moros can you confirm?
    Having looked myself, it's 0.35 all round (and 0.45 for elephant missiles).
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  7. #7
    Speaker of Truth Senior Member Moros's Avatar
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    Default Re: Faster Battles (temporary submod for EB 2.0.0)

    0.35 for both missile and melee, except elephants.

  8. #8

    Default Re: Faster Battles (temporary submod for EB 2.0.0)

    I'm actually quiete happy with the (slightly adjusted) values now as a javelin throwing unit may just get the edge needed over another one that doesn't throw.
    After some campaign battles I must say archers are just good too since they don't do as much damage against units with shields or armor (even naked fanatics=shields sufficent).

    So what I said before was kind of bullshit, since the game allready calculates from where a shot has been taken (at least it seems to me) and wether or not the unit has a shield.

    Is this hardcoded and just reads some values (for amour for example) from files or is it handled in another config?

    And does it make sense to put elite units on right flank, since the right side is more vulnerable?

  9. #9

    Default Re: Faster Battles (temporary submod for EB 2.0.0)

    I suspect that it's the same as in RTW1, i.e. the armour protects from all sides, the shield protects the front and the left sides and the defensive skill protects the front and the right sides, but doesn't protect against missiles at all.

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