Is it as simple as that or do I need to play with the range, velocity, and lethality as well?Originally Posted by Vladimir
Is it as simple as that or do I need to play with the range, velocity, and lethality as well?Originally Posted by Vladimir
Unto each good man a good dog
Ok, I'm a super novice modder but accuracy should affect just that, velocity should affect trajectory (faster the flatter), lethalityshould just give you a more powerful shot (taking down a stone wall with one shot from a ballista). If you want to make a nuke just up the Blast Radius to whatever it will go.
Most of what I know about this comes from one of Froggy's guides I read a while ago.
Reinvent the British and you get a global finance center, edible food and better service. Reinvent the French and you may just get more Germans.
Ik hou van ferme grieten en dikke pintenOriginally Posted by Evil_Maniac From Mars
Down with dried flowers!
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Ahh, then I must read the Frog Field manual.
Thanks.
Unto each good man a good dog
There is also a sticky in the Repository that addresses how to fuss with the projectile stats. I don't think they address specific seige values, but the talk about the different values enought to give you a good grounding in what value will do what along with ranges and the such.
Last edited by Sensei Warrior; 07-17-2006 at 19:19.
Every weapon has evolved from the same basic design, either a rock or a sharp pointy stick.
Ah, thank you.
Unto each good man a good dog
No sweat. I've been researching missile stuff to mod the projectile list a little. My current gripe is the non-powder siege weapons. When Catapults are the only ones worth getting, something's wrong.
Every weapon has evolved from the same basic design, either a rock or a sharp pointy stick.
Accuracy improves with the first few shots at the same target. Also, higher valor improves accuracy. Getting closer also helps. You could also increase ammo as a way of making artillery more effective.
Last edited by Puzz3D; 07-18-2006 at 18:40.
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