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  1. #1

    Default Re: Double Velocity

    so in other words if this is tweaked right it would fix the skyshot bug?

  2. #2

    Default Re: Double Velocity

    AHA! I think I finally found it.
    This range is actually important for weapons that can shoot high and low volleys. What I missed in the first few tests was not measuring that particular scenario where both values are the same AND i have a unit standing in front of my archers.




    Yeah, that's it, and if you test this w/ longbowmen, have them stake their front and no skirmish, if an unit stop in front of bowmen, they will shoot a short parabola just over the stakes at a really low velocity. For mortars, they prefer the higher vel and if you mod the velocity too high, it will not fire at units inside the range that's too close for the given velocity. hope that made sense, writing this drunk. you still need a low enough min vel for units to hit enemy that are close or closing in on unit.

  3. #3
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Double Velocity

    Quote Originally Posted by pike master
    so in other words if this is tweaked right it would fix the skyshot bug?
    Yep.
    Just have two same velocity values (or very similar) that would allow the unit to still fire at their max range (and further as sometimes you stand on elevantion) and it will not fire at all if its sight or flight path is blocked.
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  4. #4
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Double Velocity

    You guys solved this one quickly

  5. #5
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Double Velocity

    Figure this might be useful when moved to the wiki section?
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  6. #6
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Double Velocity

    so in other words if this is tweaked right it would fix the skyshot bug?
    You need archers to be able to do that if you want them to be useful on walls. I modded the max angle down for archers in early versions of LTC, but put it back to normal when i realised how useless archers became in sieges.

  7. #7
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Double Velocity

    Quote Originally Posted by Lusted
    You need archers to be able to do that if you want them to be useful on walls. I modded the max angle down for archers in early versions of LTC, but put it back to normal when i realised how useless archers became in sieges.
    Angle and Velocity are somewhat different though, although they both contribute to whether and at what rate projectiles can be fired into the sky.

    Tweaked correctly, they could shoot into the sky only at certain rates, thus conserving ammunition.
    Also, archers can shoot straight down at attackers from the walls if put in a deeper formation I found leaning towards the towers.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
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  8. #8
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Double Velocity

    Tweaked correctly, they could shoot into the sky only at certain rates, thus conserving ammunition.
    Also, archers can shoot straight down at attackers from the walls if put in a deeper formation I found leaning towards the towers.
    Yes, but those in the back rows and behind the crenellations will not fire at all when the enemy gets within a certain range seriously reducing the amount of archers firing at a time.

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