It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR
Hi I was redirected here from the general impression post and just changed the missile values to 0.35 as I liked melee as it is. Cavalry is ok for me to since it's more about morale dropping when beeing charged but maybe it could be a bit higher - not sure myself yet.
Anyway to test those values a started a custom battle with one Saka archer unit against one Sweboz skirmisher unit and while I think arrows feels quite right now (killed about half of them before beeing out of ammo), it seemed to me that 90% of the javelins were flying over the archer file landing behind their ranks. Meaning they are still pretty useless but maybe this could be changed with one of the throwing arc values wich is now 45° I believe (in projectile_descr). Sorry I just started looking into these files so I don't really know whats going on. Otherwise I like the throwing animation and everything, but maybe they shouldn't hesitate to throw if enemy is closing in as they do now and maybe throw more directly towards the targets since I guess this would in reality have more impact too. Anyway as it is now they just throw them over the heads..
-> 3 archers were killed by Javelins - no more! (and I believe missile and arrow kill ratio are affected likewise by this value)
Last edited by Nightshift; 09-10-2014 at 14:16.
Ok did some testing in custom battle changed max_angle from 55 to 35 but it seemed like it only decreased throwing range, not sure yet. But doubling accuracy to 0.10 helped a bit.
around 30 of the 80 archers were killed wich is still too low in my opinion, since they have no armor and were pretty close. As you can see the javelins on the ground are still distributet in quite a big area. AI was stupid too as they could have shot way more of my men by that time but thats a different storry (maybe because of their skirmish mode).
Maybe this value should even be like 0.07 or something. Problem is you need to disable skirmish mode, get in pretty close so every file in your rank can throw. So its only usefull when supporting an allready engaged unit. But I think if you get spears thrown in your back while fighting an enemy in front at least every second, well ok third spear should kill or disable a guy.
Don't know how this is handled by the engine if thrown from front and having a shield as protection, than maybe every 8th spear or so would do it. (Someone should calculate this-how many spears to break a shield, how many missing small romans, etc.pp. ;)
I mean at the time given the throwing spear was so popular as we can see ingame too, thats quite important!
And maybe horse-javs should have higher velocity since normal because of well velocity of horse and if standing higher position to throw from but I dont know if this messes up some formula..
Maybe someone more experienced could figure something out I would gladly test.
The angle only changes the trajectory together with speeds and determines if soldiers will fire javelins.
If you need more accuracy then the accuracy factor should suffice.
I've actually tested with that while fixing skirmishers not firing javelins. Put the values even to 0.12 like you also found out and a lot of javelins will find the mark.
Last edited by Not_a_Strategist_yet; 09-10-2014 at 21:26.
just so you guys know--this is to help with testing: "accuracy" is a bit of a misnomer: found that out with Paedric at the twcenter a while back.
what it really is is the "scatter" of the missiles in radians to each side. If you guys want to get super pedantic (like I did with the archers and slingers), you can try to figure out a historic accuracy using that, and then tweak how deadly the hits are with battle_config.
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