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Thread: Archery range bug

  1. #1

    Default Archery range bug

    I think, this one's around from the start. I don't think its huge problem with it but there is some way in exploiting it.
    Anyway, thing is that if any unit comes into range of shooter unit, they will start shooting at it and every time will get a volley on them even if that unit moves far away from normal range of the shooter. It's most noticeable when some cav gets into range of xbows and then run away from their range. It always takes some time for xbows to shot and by that time cav can be far away from them, still xbows will miraculously shot at them and hit. I think this thing was always present in tw series, but previously if unit was shooting beyond their range, it did kill almost nothing. Now, (particulary xbows) can get quite a lot kills in one extra range volley.
    I don't think you can exploit it with foot units, since its always opponent who can give you opportunity for it, but one can use his horse archers so that they get one extra shot and give him an edge over opponents ha.

  2. #2

    Default Re: Archery range bug

    It's not a bug! arrows have a heat-tracking device

  3. #3

    Default Re: Archery range bug

    Hehe, I souldn't call it a bug, I kinda look on it like an option. :)

  4. #4
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: Archery range bug

    Yeah its kind of unrealistic. But then so is some of the other things in TW games.
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  5. #5

    Default Re: Archery range bug

    Quote Originally Posted by Lavos
    I think this thing was always present in tw series, but previously if unit was shooting beyond their range, it did kill almost nothing. Now, (particulary xbows) can get quite a lot kills in one extra range volley.
    It was not present in the old battle engine. As soon as the targeting arrow turns red, the unit stops shooting. Also, in the old engine each man aims at an individual enemy man so the chance of hitting him drops off as the target moves further away because accuracy is a small random error introduced on the trajectory of the projectile. There is a chance of hitting a man that was not the primary target.

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  6. #6

    Default Re: Archery range bug

    Quote Originally Posted by Puzz3D
    It was not present in the old battle engine. As soon as the targeting arrow turns red, the unit stops shooting. Also, in the old engine each man aims at an individual enemy man so the chance of hitting him drops off as the target moves further away because accuracy is a small random error introduced on the trajectory of the projectile. There is a chance of hitting a man that was not the primary target.
    Good to know. :P

    But umm.. I think it is wrong.
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  7. #7

    Default Re: Archery range bug

    Puzz, if you wouldn't look at everything so black, you'd notice that new archery system (with its flaws of course) is more advanced, than old one. Hitting other than main primary target is still here. Xbows deployed behind some unit will shoot in weird high arch and do little, arrows have bonus shooting in flanks, and even bonus shooting into right side of units that have shield.
    Ranged units are less valued not because they don't kill. Their kill ratio is now much higher than before. There is couple of new problems now. They cost a lot (main reason; no need to upgrade foot and cav!), instead of taking lbows or pavise xbows you can take very effective horses or spears-pikes. Also, previously, it was enough that lbows killed four knights from one group, that was enough for that group to rout faster when engaged with other knights. And finally, in mtw it was main job of archer units to force opponent to attack. Defending player had advantage, now its different its more an advantage for who attacks.

  8. #8

    Default Re: Archery range bug

    Quote Originally Posted by Lavos
    Puzz, if you wouldn't look at everything so black, you'd notice that new archery system (with its flaws of course) is more advanced, than old one. Hitting other than main primary target is still here. Xbows deployed behind some unit will shoot in weird high arch and do little, arrows have bonus shooting in flanks, and even bonus shooting into right side of units that have shield.
    Ranged units are less valued not because they don't kill. Their kill ratio is now much higher than before. There is couple of new problems now. They cost a lot (main reason; no need to upgrade foot and cav!), instead of taking lbows or pavise xbows you can take very effective horses or spears-pikes. Also, previously, it was enough that lbows killed four knights from one group, that was enough for that group to rout faster when engaged with other knights. And finally, in mtw it was main job of archer units to force opponent to attack. Defending player had advantage, now its different its more an advantage for who attacks.
    The archery system is not more advanced in the new engine. That's a misconception that's being perpetrated. Everything you mentioned and more happens in the old engine except the "weird trajectories". Also, the dynamic balance between attack and defense that existed in the original STW game has deteriorated. You're right that defender had an advantage in MTW, and then it switched around to attacker having the advantage in RTW.

    You're own initial post points out a problem in the new engine, and then you claimed it existed in the old engine. Well, it doesn't.

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  9. #9

    Default Re: Archery range bug

    There is a lot of things which needs to be addressed in MTW2, still game engine is not as bad as some people think.

    One question Puzz. You have have made a programme for STW engine. How come that if following info is correct no one know more about STW engine then AMP or Kocmoc? They surpased you despite having less theoretical background knowledge. Maybe because they had more practical understanding of the game engine itself? I guess this could be the answer.

    Even CA programmers didn't understand STW engine good enough.They made STW but they did not know how game actually works. This sounds paradoxical but not until you find out that they lost vs amp, koc and magyar.

    And I do not doubt that AMP or Kocmoc would find exploits in STW mod if they would be playing it. That's for sure.

  10. #10

    Default Re: Archery range bug

    Quote Originally Posted by Carlos
    There is a lot of things which needs to be addressed in MTW2, still game engine is not as bad as some people think.
    It's better than RTW engine. Well isn't that great!

    Quote Originally Posted by Carlos
    One question Puzz. You have have made a programme for STW engine. How come that if following info is correct no one know more about STW engine then AMP or Kocmoc? They surpased you despite having less theoretical background knowledge. Maybe because they had more practical understanding of the game engine itself? I guess this could be the answer.
    They don't know more than I do, but they are better players. Just the same, I do ok. I won a 2v2 tournament back in STW, and Kocmoc and Magyar were a team in that tourney. I beat the team that beat them. Kocmoc was on the STW/MI v1.02 beta team with me, and he didn't display any deep understanding of the engine. He and Magyar were self identified "feel" guys. They called Tosa and I "number" guys. They don't know by how much to change a numerical stat to get a desired effect. Ask them if M2TW is better than original STW.

    Amp seems to focus on utilizing exploits. For instance, he didn't want the swipe bug fixed in MTW. He also doesn't publicly reveal exploits when he finds them because then other player can use those exploits against him. That's just the way he chooses to play the game in a competitive fashion, but he's still a great player. I don't like that approach to the game because it's unfair to new players. My feeling is that everyone should be on an even playing field after maybe 25 battles or so as far as understanding the game mechanics. There shouldn't be hidden exploits in the game that they have no way of knowing about that other players are taking advantage of.

    Quote Originally Posted by Carlos
    Even CA programmers didn't understand STW engine good enough. They made STW but they did not know how game actually works. This sounds paradoxical but not until you find out that they lost vs amp, koc and magyar.
    The gameplay in STW was probably better than they ever imagined it would be, but it wasn't an accident. LongJohn made some very good decisions on how to balance the whole system. Having said that, the resultant gameplay in MP probably exceeded even his expectations because he once said that balance to about 25% was good enough, but STW was balanced much better than that. I would say it was balanced to better than 10%, and that's around the level of imbalance of which a multiplayer can take advantage. The warrior monk wasn't out of balance by more than 10%, and yet players could exploit that, and it took an expert player to defeat it. So I agree with you that the reason CA has never been able to repeat the success of that first game in terms of MP gameplay is that they messed around with something that shouldn't have been changed so much. The move to hundreds of units and many factions made the thing impossible to balance anywhere near the balance of the original game.

    In Samurai Wars we just used LongJohn's original starting as a starting point, and changed it very little. It models the gameplay of original STW as played at 5000 koku where you could sell off honor on the ranged units. You can't do that in MTW, so the ranged units are priced lower to reflect the value that multiplayers came to find was best by experience. We raied the morale of the units because in STW you bought units at honor 2 which adds +4 morale, but in MTW/VI you buy them at valor 0 so no morale is added except the hidden +2 that was added in VI. After playing Samurai Wars for a year, we found that some of the lower morale units needed another +2 morale to be useful. We also had to adjust charge values because MTW/VI charge works a little differently than did STW charge.


    Quote Originally Posted by Carlos
    And I do not doubt that AMP or Kocmoc would find exploits in STW mod if they would be playing it. That's for sure.
    We got AMP to test Samurai Wars. He and Swoosh did find an exploit with cav units, and we fixed it. Magyar also helped test Samurai Wars, and we adjusted cav archers based on his observations. We had about 10 top players testing Samurai Wars.
    Last edited by Puzz3D; 02-20-2007 at 02:34.

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  11. #11

    Default Re: Archery range bug

    Last edited by Hosakawa Tito; 02-21-2007 at 01:03.

  12. #12
    Hope guides me Senior Member Hosakawa Tito's Avatar
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    Default Re: Archery range bug

    Quote Originally Posted by -Silent-Someguy


    .
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    Last edited by Hosakawa Tito; 02-21-2007 at 01:04.
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  13. #13

    Default Re: Archery range bug

    We got AMP to test Samurai Wars. He and Swoosh did find an exploit with cav units, and we fixed it. Magyar also helped test Samurai Wars, and we adjusted cav archers based on his observations. We had about 10 top players testing Samurai Wars.
    From what I understand from this post Samurai Wars are best possible version for TW multiplayer! Another question is are you guys still playing it? If CA would be marketing this version of the game we would then have perfect tw mp. Am I correct here? Another thing is that something like this is not going to happen. MTW2 engine is as it is and TW series will never again going to be like STW. This is a fact and a reality.

    It's better than RTW engine. Well isn't that great!
    In some aspects it is even better then original MTW1. Heretical words were spoken. Game does not feel static but saddly there are too much issues atm so let's hope they are addressed. If they would already be addressed I would rank MTW2 above MTW1 and this is my opinion.
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  14. #14
    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    Default Re: Archery range bug

    Quote Originally Posted by Aonar
    From what I understand from this post Samurai Wars are best possible version for TW multiplayer! Another question is are you guys still playing it? If CA would be marketing this version of the game we would then have perfect tw mp.
    Hello Aonar,

    we think that it's the best version of TW multiplayer for Medieval/VI. Our opinion is of course totally subjective.
    As can be seen in this MP subforum there're obviously two groups (or more) of players. The group that agrees with Puzz3D, like me, enjoys a tactical game where the abilities of a unit are clear cut and predictable. In our mod you (generally) know who's going to win when YariSamurai and YariAshigaru fight. There's no need to count valour flags etc, what you see is what you get (we play without updates, morale is balanced for that purpose). If you take out the unpredictability of unit matchups, TW becomes a game where manouevering becomes important. To beat an equal unit of your enemy it's important to be in a better position. The army build doesn't matter as much as your ability to control it wisely.
    And yes, we do still play it on Sundays. The number of players fluctuates but we're able to play 3v3 and 4v4 regularly on Sundays and you're invited to join us.
    I don't believe CA has any interest in promoting the mod, though.

    What we would like to see in M2TW is the inclusion of all functions or features that the previous titles have brought us. Unfortunately some of these functions aren't in the game anymore and some are broken. From looking at the files it becomes obvious pretty quickly that the game is unfinished, even in 1.1. This doesn't only affect MP. BTW, many MP guys often whine about how bugs only will be solved for SP but they don't realise that most of the battle bugs have been discussed in the SP forum prior to MP, iirc: shield bug, pike bug, 2H bug, etc.
    Officially fixing the shield bug will already change the gameplay tremendously.

    R'as


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  15. #15

    Default Re: Archery range bug

    Quote Originally Posted by -Silent-Someguy
    .
    I know about the old engine. I was on four beta teams for the old engine, and I had many conversations with LongJohn the designer of the old battle engine.

    I can tell you the old engine doesn't have the archery range bug mentioned in this thread. I don't have to play M2TW to know that. I don't have to play M2TW to know that lots of small problems add up. The accumulation of small advantages is a basic strategy in tactical games. I'm not interested in playing a game where the gameplay is one of exploiting mistakes in the game mechanics, and I can't understand why anyone would want to use their intellect in that way unless they are desperate for the ego boost that winning provides.


    Quote Originally Posted by Aonar
    From what I understand from this post Samurai Wars are best possible version for TW multiplayer!
    It's the most balanced Total War game for multiplayer, and you are right that Creative Assembly isn't interested. They have gone off in another direction that precludes adequate playbalance in multiplayer.


    Quote Originally Posted by Aonar
    In some aspects it is even better then original MTW1. Heretical words were spoken. Game does not feel static but saddly there are too much issues atm so let's hope they are addressed. If they would already be addressed I would rank MTW2 above MTW1 and this is my opinion.
    MTW1 gameplay is static compared to STW. CBR and I just played two test battles last night for Tomi's upcoming all v1 MTW/VI tournament, and the gameplay is much less dynamic than Samurai Wars gameplay. I had forgotten just how stogy MTW1 gameplay is, but I always said the pacing of MTW battles was too slow. Pacing of the battles is another area where Total War MP declined. RTW went the opposite direction and was too fast. Maybe M2TW will get the pacing better, but those long shooting times due to slow reload time and the rediculous "I'll wait until my buddy finishes fighting that guy before I do anything" melee combat doesn't bode well.
    Last edited by Hosakawa Tito; 02-21-2007 at 01:05.

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  16. #16

    Default Re: Archery range bug

    .
    I believe he's talking about a game he pretty much played, that is STW.
    Last edited by Hosakawa Tito; 02-21-2007 at 01:07.
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  17. #17

    Default Re: Archery range bug

    Quote Originally Posted by Puzz3D
    The archery system is not more advanced in the new engine. That's a misconception that's being perpetrated. Everything you mentioned and more happens in the old engine except the "weird trajectories". Also, the dynamic balance between attack and defense that existed in the original STW game has deteriorated. You're right that defender had an advantage in MTW, and then it switched around to attacker having the advantage in RTW.

    You're own initial post points out a problem in the new engine, and then you claimed it existed in the old engine. Well, it doesn't.
    First, I did not claim it existed, I said I thought it was the same. I haven't played mtw almost for a year, things like that play with peoples mind. Weird thing is, I still remember almost ten of my 1v1 armies.
    Second, you don't get any bonus (could be very small) shooting into flanks in mtw and shogun. And hit ratio was worse then, especially when archers got tired, you could have full pav unit, but if they were tired they killed nothing. It's not so now, step back from realism, but gameplay wise, its better. No slow games where everyone is resting their pavs. Or even games where defending team, even tho they lost pav war, just wait until opponents ran out of ammo, just because defending was easier.
    I never considered archery good in total wars, some things were better before and some are better now, but nether is perfect.

  18. #18
    Clan Takiyama Senior Member CBR's Avatar
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    Default Re: Archery range bug

    Quote Originally Posted by Lavos
    ...you could have full pav unit, but if they were tired they killed nothing. It's not so now, step back from realism, but gameplay wise, its better. No slow games where everyone is resting their pavs. Or even games where defending team, even tho they lost pav war, just wait until opponents ran out of ammo, just because defending was easier.
    I certainly consider that to be improvement over the horrible drawn out pav fights in MTW yes. With VI we lost the powerful arbs in high era and gameplay deterioated because of that. But the slow reload of arbs were still not good for gameplay.

    But what bonus does missile units get from shooting into the flank?


    CBR

  19. #19
    Senior Member Senior Member Carl's Avatar
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    Default Re: Archery range bug

    They get some kind of attack bounus, plus they inflict morale Penalties.
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  20. #20
    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    Default Re: Archery range bug

    Quote Originally Posted by CBR
    But what bonus does missile units get from shooting into the flank?
    In RTW and M2 the side of a soldier that carries a weapon is supposedly weaker protected against missile fire than the shield carrying side.

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  21. #21

    Default Re: Archery range bug

    Quote Originally Posted by Lavos
    First, I did not claim it existed, I said I thought it was the same.
    I posted to inform people that it isn't the same in the old engine, and people started jumping all over me that I don't have M2TW. I think this is a minor issue compared to other issues I've seen posted by people who have M2TW. There is a snowball's chance in hell that this issue is addressed by CA in a patch unless it's a very easy thing to change.


    Quote Originally Posted by Lavos
    Second, you don't get any bonus (could be very small) shooting into flanks in mtw and shogun.
    Of course you don't get any bonus in the old engine because you don't need it. It's a physics based model. It you study the trajectory characteristics of an arrow in the old engine, you see overshoots and undershoots. The deeper the formation of the target unit, the more hits you get. Since archers work best in wide, shallow formations, that's how they are usually used, and if you enfilade such a formation, you will get more kills. I've tested this and I'll look for my test results, but I don't know if I can find them.


    Quote Originally Posted by Lavos
    And hit ratio was worse then, especially when archers got tired, you could have full pav unit, but if they were tired they killed nothing. It's not so now, step back from realism, but gameplay wise, its better. No slow games where everyone is resting their pavs. Or even games where defending team, even tho they lost pav war, just wait until opponents ran out of ammo, just because defending was easier.
    You point out what is a huge problem in MTW gameplay, and I agree with you. It's one of the reasons I don't use MTW as the standard of comapision for Total War gameplay. LongJohn admitted that the fatigue rates were not changed from STW fatigue rate so they are not optimized for the larger maps of MTW. In addition, the reload rate of xbows is 15 seconds so they take a long time to use their ammo and get very tired which is another non-optimization of fatigue rate. Once they become very tired, they can't hit anything, and they are already weak to start. You are right that it doesn't matter if you loose the xbow shootout because the winner can't do anything effective with his xbows after that. The MTW gameplay has this long meaningless shootout phase, and the Silent Clan showed long ago that you don't have to take any shooters in MTW except maybe a token 2 or 3 units of xbows.

    Archers are still the same as in STW with 4 second reload, but they are shooting at units which have, on average, a lot more armor than they did in STW. Again, no optimization was done on archer effectiveness for MTW except that longbows get a 0.5 armor modifier for their arrow. Guns are also extremely weak in MTW, and the really weird thing is that they are the best melee units in the game with the upgrades they can get at the florin levels used in MP.

    Quote Originally Posted by Lavos
    I never considered archery good in total wars, some things were better before and some are better now, but nether is perfect.
    Archers are pretty good in STW because the overall armor is less, and are very good in Samurai Wars. An archer costing 400 koku can kill 90 warrior monks costing 1000 for a 60 man unit. It gets the same kill rate on no-dachi and yari-ashi and high kills on the lower armored cav units. Even the guns are 50% better than they were in STW.

    A problem in the old engine with archery is that kill rate drops as the target looses men. Intuitively you whould expect the kill rate to go up since more arrows are available to target each man. I think this is because the number of ranks decreases, and you are less likely to get secondary kills. Another issue is that archers do not lead their target so they are a lot less effective against moving targets than they should be. However, they are effective against targets that are moving more or less directly away from them which may be the result of the overshoots.

    The new engine could work well for archery as long as it is including enough parameters to model the situation. It does do very well when shooting at targets with diminishing men which you would expect from a statistically based model where the probablility of killing a certain number of men per volley remains constant.

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  22. #22

    Default Re: Archery range bug

    Quote Originally Posted by CBR
    I certainly consider that to be improvement over the horrible drawn out pav fights in MTW yes. With VI we lost the powerful arbs in high era and gameplay deterioated because of that. But the slow reload of arbs were still not good for gameplay.
    Yes. The request to CA was to remove the pav from high era, but what they did was to remove arbs from high era. This is a very good example of how a request from the player community to CA gets twisted into something they didn't ask for. NC correctly foresaw that removing the arbs would hurt the gameplay.


    Quote Originally Posted by R'as
    In RTW and M2 the side of a soldier that carries a weapon is supposedly weaker protected against missile fire than the shield carrying side.
    This is also true in MTW. The shield provides added protection from projectiles to the front and left. We measured this in tests in MTW, and it works. I've learned the hard way that you have to test features to make sure they are working.
    Last edited by Puzz3D; 02-20-2007 at 18:55.

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  23. #23
    Clan Takiyama Senior Member CBR's Avatar
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    Default Re: Archery range bug

    Quote Originally Posted by R'as al Ghul
    In RTW and M2 the side of a soldier that carries a weapon is supposedly weaker protected against missile fire than the shield carrying side.
    That I know but I want to know what else. Carl says some kind of bonus but where is that stated?


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  24. #24
    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    Default Re: Archery range bug

    Quote Originally Posted by CBR
    Carl says some kind of bonus but where is that stated?
    Found it:

    Quote Originally Posted by JeromeGrasdyke
    In fact there should also be a small, direct bonus for attacks on the flanks or rear, independent of the armour / defense / shield mechanisms, if the Rome model holds true. That was intended to model differences in armour quality around the body, dodge chance due to perception from the 'corner of your eyes', and a greater kill chance due to being able to pick your exact strike location with less obstruction and interference. Which would mean that even with a straight armour modifier instead of shields, you should still see some direct kill-rate bonusses from missile flank and rear attacks on the altered units, on top of morale modifiers and the secondary benefits from catching routers.
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  25. #25

    Default Re: Archery range bug

    I have no Idea how exactly it works, I only know from gameplay. I once managed to shoot into pikes back, while they were fighting my foot. Archer kills were huge about 90 kills per each unit, and I only had peasant archers. Its same for ha, if you manage to shoot into back or side of the horses you can do some realy impresive damage.

  26. #26
    Senior Member Senior Member Carl's Avatar
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    Default Re: Archery range bug

    Of course you don't get any bonus in the old engine because you don't need it. It's a physics based model. It you study the trajectory characteristics of an arrow in the old engine, you see overshoots and undershoots. The deeper the formation of the target unit, the more hits you get. Since archers work best in wide, shallow formations, that's how they are usually used, and if you enfilade such a formation, you will get more kills. I've tested this and I'll look for my test results, but I don't know if I can find them.
    And EXACTLY the same is STILL true in M2TW. Based on what I've seen it appears to use a calculated number of hits, but the animations that achieve this are set to play out so that the offset distance (i.e. the distance those that should miss aim off target), is the same at all ranges as it would be at 45 degree. Thus it is small enough that at shorter ranges, (or in enfilade fire situations), the arrows will still hit the target unit. The animation override also ensure that any arrows that DO hit will trigger a kill check.

    Now of course I don't know for sure that the above is the case, but if I set out to create an engine that duplicated the effects I've observed, that is how i would do it, and it's the end effect that matters really isn't it?

    it also explains why shots at targets out of range hit, the fixed accuracy kicks in and forces a hit.

    One interesting point however is that no matter how much you increase range and accuracy, if the arrow doesn't have enough velocity to reach that range then nothing will make it actually reach that range (the unit won't even open fire), so clearly, animations are being taken into account both before and after the firing.

    My best guess is it's the STW engine with a fixed accuracy added on so as to remove accuracy variables relating to the movement speed of the enemy unit. this naturally makes it a lot easier to balance and a Little easier to learn the game.
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  27. #27

    Default Re: Archery range bug

    If you take out the unpredictability of unit matchups, TW becomes a game where manouevering becomes important. To beat an equal unit of your enemy it's important to be in a better position. The army build doesn't matter as much as your ability to control it wisely.
    I fully support this but I have one question. Let me describe ideal situation. We suppose that both players have 20 units with best possible army setup on both sides for each induvidual playing style. Both understand game mechanics well enough that no one risks or make any 'potential flawes'. When their units get in melee and at same moment their units are countered and there is no chanse to make any penalty bonus what so ever. What should be the factor in such occasion which would decide who is going to win?
    ''Constant training is the only Way to learn strategy.''

  28. #28

    Default Re: Archery range bug

    Quote Originally Posted by Carl
    it also explains why shots at targets out of range hit, the fixed accuracy kicks in and forces a hit.
    The chance of hitting should taper off at longer ranges if the archer is shooting at a specific man. This automatically happens in the old engine because accuracy is a small error added to the trajectory of the arrow so the further away the target man the larger the positional error of the arrow when it reaches the target. Now I think you can make an argument that in volley fire beyond a certain distance no one is aiming at a specific man so that the chance of hitting someone wouldn't change all that much at longer ranges. Loss of kinetic energy due to drag isn't modeled, so that makes all projectiles that hit at longer ranges have a greater penetrating power than they should have. The continual reduction in chance to hit at longer ranges in the old engine tends to offset the non-declining penetrating power, but of course they don't exactly offset in such a way to give the same result as a more realistic ballistic model.


    Quote Originally Posted by Carl
    One interesting point however is that no matter how much you increase range and accuracy, if the arrow doesn't have enough velocity to reach that range then nothing will make it actually reach that range (the unit won't even open fire), so clearly, animations are being taken into account both before and after the firing.
    The old model seems better here since the arrow is fired at a 45 degree angle at the open fire range. This means they can't shoot any further than their open fire range on flat ground. That range is described as the weapon's effective range, but it's less than the weapon's true maximum range. LongJohn explained that the effective range was chosen to be less than true maximum range so that the battles would have a larger and more epic feel to them.

    Red Harvest did tests on arrow velocity in RTW, and his conclusion, as I remember, was that the arrow velocity was unrealistically high. It's definitely much higher than it was in the old engine. This is why you get those extremely high arc trajectories when the low trajectory is blocked by a structure.


    Quote Originally Posted by Carl
    My best guess is it's the STW engine with a fixed accuracy added on so as to remove accuracy variables relating to the movement speed of the enemy unit. this naturally makes it a lot easier to balance and a Little easier to learn the game.
    Each archer aims at a man. If the man moves, he won't be on the spot at which the arrow was fired when it arrives. If the target is far away, the arrow will miss even if the accuracy error was zero. You will get some secondary hits on men that were not the primary target. You can also get secondary hits on stationary targets if the accuracy error on the arrow's trajectory is large enough. MTW introduced the lethality parameter, and it's much easier to control the effectiveness of projectiles with that parameter rather than using the accuracy parameter. Also, LongJohn did say that he made a change in VI that should improve the archers ability to hit moving targets, but he never said what the change was.
    Last edited by Puzz3D; 02-21-2007 at 01:41.

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  29. #29
    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    Default Re: Archery range bug

    Quote Originally Posted by Aonar
    I fully support this but I have one question. Let me describe ideal situation. We suppose that both players have 20 units with best possible army setup on both sides for each induvidual playing style. Both understand game mechanics well enough that no one risks or make any 'potential flawes'. When their units get in melee and at same moment their units are countered and there is no chanse to make any penalty bonus what so ever. What should be the factor in such occasion which would decide who is going to win?
    I have a hard time imagining such a game. You've to count in all the other factors that influence melee outcome, like height of terrain, morale, numerical advantages (how many soldiers in a certain area), weather and so on. There's also a certain random element that prevents stalemates between units. I don't think I've witnessed a melee where both sides rout.
    Even on a flat, featureless map and both players bringing mirror armies your situation could only apply if the players bring melee only troops. Any ranged troop added will have a tremendous influence. Also, if both sides bring ranged troops, the one who gets off the first volley can get an advantage that can cummulate over time.
    So, let's assume ten units of spearmen in a single line charging straight at each other on flat ground. In that case the clash between the lines would produce casualties that are not equal on both sides. The side with lower casualties on the initial charge would win the melee.
    In Samurai Wars it's standard to have a skirmish line of teppos. You can expect that your enemy has at least 4 shooters. To gain an advantage in the skirmish phase you need to raid the teppos with fast cav or bring an extra shooter in to gain an advantage. In this phase you try to kill more teppos than you loose with the goal to have enough of them left to finally score some hits on the infantry, once the teppos ar routed or killed. There's plenty of space for mistakes here, We're only human after all. Imo, the Samurai wars players are all experienced players. The battles are very dynamic and thrilling. Playing mostly teamgames, it never results in a stalemate situation.

    Hope that helps to understand my point?

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  30. #30

    Default Re: Archery range bug

    Hope that helps to understand my point?
    I understand you very well your previous post already. It just seems that I was not specific enough.

    To gain an advantage in the skirmish phase you need to raid the teppos with fast cav or bring an extra shooter in to gain an advantage. In this phase you try to kill more teppos than you loose with the goal to have enough of them left to finally score some hits on the infantry, once the teppos ar routed or killed. There's plenty of space for mistakes here, We're only human after all. Imo, the Samurai wars players are all experienced players. The battles are very dynamic and thrilling. Playing mostly teamgames, it never results in a stalemate situation.
    Of coruse my friend. This is compleately understandable and I'm not asking about this. :)

    Of course I agree with all you have mentioned in following post Ras, but let's focus on following sentence:

    In that case the clash between the lines would produce casualties that are not equal on both sides.
    yes

    The side with lower casualties on the initial charge would win the melee.
    What should be the factor which would decide this? Once more this is theoreticaly asked question. This is what I'm asking. For example this happens many times in chess where match can result into the draw. I've asked hypothetical question.
    Last edited by Fenix7; 02-21-2007 at 11:50.
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