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Thread: "Axe" attribute for Legionnaires

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  1. #1

    Default Re: "Axe" attribute for Legionnaires

    Quote Originally Posted by Turin
    AP is separate from the axe attribute, read the files dude...
    Maybee YOU should read the files first !

    And in case you don't find it here is the problem :

    There is no "axe" attribute there is only an "axe" sound type.
    So i would be really interested in your source of information about an "axe" attribute being the oppsite of "spear" ?

    ;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
    ;
    ; stat_pri From left to right
    ; attack factor
    ; attack bonus factor if charging
    ; missile type fired (no if not a missile weapon type)
    ; range of missile
    ; amount of missile ammunition per man
    ; Weapon type = melee, thrown, missile, or siege_missile
    ; Tech type = simple, other, blade, archery or siege
    ; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
    ; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
    ; Min delay between attacks (in 1/10th of a second)
    ;
    ; stat_pri_attr
    ; primary weapon attributes any or all of
    ; ap = armour piercing. Only counts half of target's armour
    ; bp = body piercing. Missile can pass through men and hit those behind
    ; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
    ; long_pike = Use very long pikes. Phalanx capable units only
    ; short_pike = Use shorter than normal spears. Phalanx capable units only
    ; prec = Missile weapon is only thrown just before charging into combat
    ; thrown = The missile type if thrown rather than fired
    ; launching = attack may throw target men into the air
    ; area = attack affects an area, not just one man
    Last edited by nwnzocker; 04-30-2005 at 01:57.

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