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Thread: Missile units rate of fire

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  1. #1
    Senior Member Senior Member econ21's Avatar
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    Default Re: Missile units rate of fire

    Interesting test, Lord Crapalot - I'm putting it in the FAQ.

    BTW, any chance you could be persuaded to change your username? I whince whenever I see it.

  2. #2

    Default Re: Missile units rate of fire

    Quote Originally Posted by econ21
    BTW, any chance you could be persuaded to change your username? I whince whenever I see it.
    Hehe ill think about:)

  3. #3
    Senior Member Senior Member Carl's Avatar
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    Default Re: Missile units rate of fire

    He's not the only wincer, and it might account for some of the short patience some people have with you. I had to nudge myself a few times too with it.
    Find my ProblemFixer Purehere.

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  4. #4

    Default Re: Missile units rate of fire

    I'd have to go with Carl.

    Was finding it a bit more difficult to take you seriously too.

  5. #5

    Default Re: Missile units rate of fire

    Quote Originally Posted by Stlaind
    I'd have to go with Carl.

    Was finding it a bit more difficult to take you seriously too.
    Ah but dose a rose not smell sweet no matter what name we call it?
    In other words just because i have a nick like that dosnt mean i dont know what im talkin about:)

  6. #6

    Default Re: Missile units rate of fire

    True, but first impressions do mean something :P

    But yes, the new one is better
    Last edited by Stlaind; 01-22-2007 at 22:29.

  7. #7
    Senior Member Senior Member Carl's Avatar
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    Default Re: Missile units rate of fire

    The new ones fine, a good laugh actually.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  8. #8
    Supreme Ruler of the Universe Member FrauGloer's Avatar
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    Default Re: Missile units rate of fire

    Quote Originally Posted by Stlaind
    True, but first impressions do mean something :P

    But yes, the new one is better
    I liked the old one better. I think it was one of the best nicks on the board! Gave me such a laugh when I first read it. So innovative!
    I don't understand why that bit of fun was such a bad thing, actually... oh well, your new nick isn't bad either.

    To return to topic, I agree that the current system is "fairly" well-balanced between archers and crossbowmen. Not perfect, though. I'm a supporter of slightly increasing longbowmen's rate of fire, while leaving all the others as they are. 7-8 volleys instead of 6 should do the trick. It's not much more, but noticably more. I would not increase their ammo, however. This way, the player has to keep an eye on his archers or they'll waste their arrows. This rather minor change shouln't be game-breaking, don't you think?
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  9. #9

    Default Re: Missile units rate of fire

    There the heavy armoured dismounted knights run 200m for 10 seconds, which is twice better than the world record, and receive only one volley from the long bow man.
    Sure, they fired more volleys, but fewer arrows actually killed someone than they do in a single MTW volley.

    I mean in real life an archer might fire 40 arrows and kill... MAYBE one guy? Maybe not a single person, out of his entire quiver of arrows?

  10. #10

    Default Re: Missile units rate of fire

    Quote Originally Posted by Ulstan
    I mean in real life an archer might fire 40 arrows and kill... MAYBE one guy? Maybe not a single person, out of his entire quiver of arrows?
    I doubt the question is how many would he kill, it's how many would he wound? How many would suffer reduced fighting ability due to his arrows? I have an impression that arrows often were an early incarnation of wounding theory. An archer might not have killed a single person, but if he has impaired the ability of a few enemies to fight, he's done a good job.

    However, for that to be addressed in game terms, we would actually need a mechanic where injured soldiers continued on fighting, instead of 100% full capability or 100% dead. It could be as simple as adding a "wound bit" to the soldiers, that if they have it they suffer reduced stats and probably a stamina cap.

    This would also be nice, because it could make archers very useful and powerful, but not something you can win the day with alone. Armor and nonfatal injury go hand in hand, and this game is armor-centric right now.
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  11. #11
    Masticator of Oreos Member Foz's Avatar
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    Default Re: Missile units rate of fire

    You may recall that earlier I was talking about the possibility of modding units to fire faster while maintaining their statistical power in the game. While I found out you couldn't make longbows fire any faster, I missed an important accompanying point to be made: you also cannot make them fire any slower. In other words, it appears that the "min delay between attacks" number in each unit's attack line in fact does nothing at all at the current moment. I just went back and tried setting it to 200 (for 20 second delay between attacks) as I had a hunch, and sure enough my longbows fired at the exact same speed they had when it was 25 and when it was 0. I'd guess the units do have some sort of wait time between attacks as the bowmen do not appear to be going right from firing into reloading, but seem to wait a bit. Probably it is no longer read in from the file but simply applied in the engine's hardcode, likely as a shortcut since IIRC every single unit had 25 for that number anyway.


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  12. #12

    Default Re: Missile units rate of fire

    Quote Originally Posted by the_foz_4
    You may recall that earlier I was talking about the possibility of modding units to fire faster while maintaining their statistical power in the game. While I found out you couldn't make longbows fire any faster, I missed an important accompanying point to be made: you also cannot make them fire any slower. In other words, it appears that the "min delay between attacks" number in each unit's attack line in fact does nothing at all at the current moment. I just went back and tried setting it to 200 (for 20 second delay between attacks) as I had a hunch, and sure enough my longbows fired at the exact same speed they had when it was 25 and when it was 0. I'd guess the units do have some sort of wait time between attacks as the bowmen do not appear to be going right from firing into reloading, but seem to wait a bit. Probably it is no longer read in from the file but simply applied in the engine's hardcode, likely as a shortcut since IIRC every single unit had 25 for that number anyway.
    Sad news for anyone who wants to make a total realism mod :(
    But for doing the research on it.

  13. #13

    Default Re: Missile units rate of fire

    Quote Originally Posted by the_foz_4
    You may recall that earlier I was talking about the possibility of modding units to fire faster while maintaining their statistical power in the game. While I found out you couldn't make longbows fire any faster, I missed an important accompanying point to be made: you also cannot make them fire any slower. In other words, it appears that the "min delay between attacks" number in each unit's attack line in fact does nothing at all at the current moment. I just went back and tried setting it to 200 (for 20 second delay between attacks) as I had a hunch, and sure enough my longbows fired at the exact same speed they had when it was 25 and when it was 0. I'd guess the units do have some sort of wait time between attacks as the bowmen do not appear to be going right from firing into reloading, but seem to wait a bit. Probably it is no longer read in from the file but simply applied in the engine's hardcode, likely as a shortcut since IIRC every single unit had 25 for that number anyway.
    Just another reason this game should have been put back in the oven until it was done. Thats the saddest thing ever. They let us mod damage, defense, and even use cheatz0rz to get more money, but if we want to actually IMPROVE the game, its "OMFG NO HOUR HARDCOD LOLZ!"

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