Quote Originally Posted by Steppe Merc
I don't know much about what you're saying, as I never use seige engines, and only rarley encouter elephants. Their usually killed easily enough with horse archers peppering them until they go nuts...
Though our main focus is really historicalness, and then comes gameplay. We won't sacrifice history for gameplay.

Red Harvest, what you say about flaming arrows has a point... I think I'm going to bring it up, and try and get them elimatated if they haven't already...
Steppe Merc--

You might want to adjust flaming arrow velocity down so as to reduce their range without eliminating them. (This needs some experimentation with flaming ammo.) The velocity appears to be independently set for them. If you try to set long ranges for javelins like 200 meters, the low velocity (30 m/sec) still limits them to about 90 meters (on level terrain.) If you set them to 25 m/sec their range should fall to about 65 meters. Haven't tested this with the flaming arrows. 48 m/sec is used for all arrows, giving them a theoretical range of about 235 meters. This also means that a vanilla archer's trajectory is the same at 100 meters as an elite archer's trajectory at 100 meters.

The range in the units file is more an "effective targeting range" than an upper limit on the projectile from what I can tell. The units could shoot further, if they were not capped to prevent longer range targeting.

Also, if you remove/modify flaming arrow ability from any units, it is most easily done by creating a new projectile type and assigning that new weapon to the unit. That way any towers or such that also use the flaming arrow will not have their capability disrupted by editing the base projectile stats. I use three different arrows with different velocities: arrowshort, arrowha, arrowlong. (Vanilla archers, horse archers with composite bows, and elite archers, respectively.)