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  1. #1

    Default Re: Show Error Oddity for Missile Units

    Um I was just answering your question, you asked why they were telling you the range was wrong. Ify ou change the velocity those error message will disappear.

    Its caused by the fact that NO MATTER what you set the distance to in the unit file, the velocity still controls the range. In 1.3 they did fix the velocities to allow greater range for their missile units. But if you are using your 1.2 modded game files with 1.3 your will get messages explaining that you cant do that even though it works, because you are NOT getting 170 etc. So the game with 1.3 will tell you the highest distance you can go with the velocity setting you made.

    Ify ou dont believe me fine, but that is why you are getting the error and most likely why no one has replied but me.

    Just trying to help, just change the velocity in a test and see if those messages go away? :-)
    LT_1956 Creator of SPQR: Total War


    SPQR:TW Mod forums

  2. #2
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Show Error Oddity for Missile Units

    lt1956,

    I'm not upset with you, sorry if it came off that way. The unit I added was a melee unit that had some spacing issues in the units file entry. (I caught all but one of them and turned on show error when I couldn't figure out what the last was.) That was when I got the javelin message from units that appeared to be working fine that I modded weeks ago.

    Yes, I understood how velocity and range interplay. I figured that out long ago and posted extensively on it back in 1.1/1.2. However, it looks like they've done something new. I've done further testing tonight and there has clearly been some rework of the way range is being figured by RTW 1.3. As you say, the velocities are now not corresponding with the ranges like they used to. There is different behaviour now when the range exceeds what the velocity allows. Before in 1.0/1.1/1.2 you could see that the unit wasn't firing, although the icon showed it in range. Now it doesn't get the icon indicating it is in range, but without being able to fire...so there is no cue to tip me off: it looks normal, but nothing happens. As a result I've had to go to 28 m/sec for 60 meter jav range (message indicates that velocity is good up to 63 range.) 21 m/sec still works for 35 meter default pila range, but with the changes that have been made to 1.3 I will bump it back up a notch or two as pila range is already very short as a practical matter.

    Remember, a primary reason for changing the velocities was the "excess range" effect seen in 1.0/1.1/1.2 when units were at lower elevation or when the enemy was trying to run away. It was really noticeable with default jav velocity using 65 jav range...as enemy troops were getting hit well past slinger range when they tried to run away from javelins for instance. Once the firing sequence started, it was going to finish...as long as the velocity was there. That seems to have changed for 1.3 to some extent, so I don't have to compensate for it as much.
    Rome Total War, it's not a game, it's a do-it-yourself project.

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