We could do that before lusted, I once gave Sherwood Archers a Body-Piercing 100% accuracy arrow as a test under 1.1.Notice the accuracy vs units line, I've removed the ; in my mod and it woks fine, so we can now edit projectile accuracy.
We could do that before lusted, I once gave Sherwood Archers a Body-Piercing 100% accuracy arrow as a test under 1.1.Notice the accuracy vs units line, I've removed the ; in my mod and it woks fine, so we can now edit projectile accuracy.
Could we? Didn't notice it before, must have just been for siege units.
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Lands to Conquer Gold for Medieval II: Kingdoms
The accuracy was only listed for siege units pre 1.2, but you could enter the accuracy line into the right position to force it to have a set accuracy. My guess back then was that setting accuracy for non siege units would mean that high experience units would be as accurate as no experience units. Never got around to testing it though
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What faction Heir said. Muskets, Hand Guns ad Arqubusiers also had fixed accuracy in V1.1 as standard, thats why they are so insanely IMBA compared to other missile units and why their vulnerable to missile attribute mean absolutely nothing.Could we? Didn't notice it before, must have just been for siege units.
They hit as accurately at the max range of Longbows as Longbows do at point blank range, so no non-gunpowder missile unit out their can actually beat them in a long range missile duel as a result.
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