ot realy. Get a unit of Musketeer and turn them off Fire at will and then give the enemy 2 units of Swordsmen.
Wait till the rear unit is in range and fire at them and then whatch as not one round hits the rear unit and it's all the front unit that drops dead despite it being miles in front, and thus not subject to the area of effect thing you mentioned.
In addittion theirs the point of non-working animations. iof it was pure calculation then a non-working animation would have no effect. the kill would still happen regardless of weather or not the animation played out, (trust me i've seen it with Necron in DoW:DC where some firing animations are out of sequance with the calculations that determine kills). Since their is never a kill if the animation dosen't play out and actually hit some collission detection has to be taking place their.
If your going to use collission detection of the suffictication that missile units would likliy require to get the observed efects you might as well outright dispence with calculation and use collission detection.
Likewise collission detection dosen't need massive processer power as both HW1 and HW2 used it. Indeed HW1 used nothing else, it's accurracy really WAS determined by weather or nmot a projectile hit. You could edit things in the files (track rates and fire cones), to produce more acurrate results but the end effect was the same. And HW1 was made in 1999, they where still on P3 back then I think.
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