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Real Warfare 2: Northern Crusades A new chapter in the Real Warfare realistic real-time strategy games series. |
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#1
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I only use crossbows and I have noticed that the enemy die exponentially (slowly at first, but then die faster and faster) when they have several units of crossbows shooting them all at once. I suggest having multiple units of archers/ranged focus on a single unit, that way you can take them down faster.
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#2
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#3
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You should test crossbows for this, most likely they are more powerful than the bows. I have also heard that the western archers are crummy in general, whether this is true or not I'm not certain.
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#4
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Even if I test this wont change the fact the archers are weak. Don't get me wrong, I don't want my archers to kill everything on sight, but if I have 2 units on the top of a hill shooting at a stationary target, some better die. I could have the worst archers and my enemy the best units, but showering them with 100's of arrows better kill some of them even if with just lucky shots.
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#5
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Some facts about arrow script:
(..\data\aix\weapon\inf.g1.archer.arrow.static\inf .g1.archer.arrow.static.aix) Each soldier has 24 HP. Types of arrow damage: Code:
[*] = ;const DeadDamage = 24; [*] = ;const HardDamage = 12; [*] = ;const LiteDamage = 4; Code:
[*] = ; if Distance < 5 then [*] = ; begin [*] = ; if CubeRes <= 9 then HPDec := DeadDamage [*] = ; else [*] = ; if CubeRes <= 11 then HPDec := HardDamage [*] = ; else [*] = ; if CubeRes <= 12 then HPDec := LiteDamage; [*] = ; end Code:
[*] = ; if Distance < 45 then [*] = ; begin [*] = ; if CubeRes <= 3 then HPDec := DeadDamage [*] = ; else [*] = ; if CubeRes <= 6 then HPDec := HardDamage [*] = ; else [*] = ; if CubeRes <= 8 then HPDec := LiteDamage; [*] = ; end Code:
[*] = ; if Distance < 95 then [*] = ; begin [*] = ; if CubeRes <= 2 then HPDec := HardDamage [*] = ; else [*] = ; if CubeRes <= 4 then HPDec := LiteDamage; [*] = ; end Code:
[*] = ; if Distance < 100 then [*] = ; begin [*] = ; if CubeRes <= 2 then HPDec := LiteDamage; [*] = ; end Some examples of crossbow damage (xbow against 0 armor): Code:
[*] = ; if Distance < 5 then [*] = ; begin [*] = ; if CubeRes <= 10 then HPDec := DeadDamage [*] = ; else [*] = ; HPDec := HardDamage; [*] = ; end Code:
[*] = ; if Distance < 40 then [*] = ; begin [*] = ; if CubeRes <= 6 then HPDec := DeadDamage [*] = ; else [*] = ; if CubeRes <= 7 then HPDec := HardDamage [*] = ; else [*] = ; if CubeRes <= 9 then HPDec := LiteDamage; [*] = ; end Code:
[*] = ; if Distance < 100 then [*] = ; begin [*] = ; if CubeRes <= 3 then HPDec := DeadDamage [*] = ; else [*] = ; if CubeRes <= 4 then HPDec := HardDamage [*] = ; else [*] = ; if CubeRes <= 6 then HPDec := LiteDamage; [*] = ; end So If you don't like dev's archery system you can easily change it yourself. |
#6
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I don't doubt and have never doubted that is how the developer's scripted it since that is what is happening in the game, I am questioning whether that is accurate or not. Sure, I could update the scripts myself, but that is not something I really want to do for games I buy.
I don't know the precise distance between my units, but visually seemed very close and I was on top of a hill looking down. It would seem there would be some additional advantage for that as well. |
#7
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![]() I will absolutely do that myself. Thank you very much Goblin Wizard for the scripts! |
#8
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Western archers are also the only weapons to oppose to light horse archers, because these one have more arrows than foot archers and crossbowmen load too slow, so a good players can be out of range much before the crossbow is loaded. Irregular compensate with number and rapidity. FOr make a comparison: at Crecy the english bownmen launch near a million of arrows during the battle, but the bigger part of losses was caused by close combat. At Agincourtn the arrows create chaos and woundeds but the knights dead in the initial charge were only 3. Elite archers are yes destructives but only 50 for units and very expensives, you can take them only if your penalize your heavy infantry or heavy cavalry. |
#9
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![]() ![]() ![]() ![]() ![]() ![]() You cannot be serious. --- additional --- Ooopss, sorry , it's a script not source code .
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