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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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#11
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I also commented about this over at Wargamer.com. In one battle, I had 2 archer units on the top of a hill, with a single calvary unit very close to me but stationary. I opened fire with volley after volley of arrows, and not a single death. This was going on for minutes. Then their infantry came at me. Same thing. Volley after volley with not a single casulaty.
I don't care if I have the worst archers and they have the best armor, I should at least get lucky with killing some, especially after I hit them time after time. Mitra had me do a 1-1 battle to test it. When I did that, I did see some casualties, but still seemed way too little. I had units right in front of me, getting hit by volley after volley. Some did die, but at the rate and distance I was hitting them, a lot more should have been dead. Don't get me wrong, I don't want archers to become super units, but they don't seem to do much. However, I did notice in the 1-1 that they would become wounder quite a bit. |
#12
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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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#13
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#14
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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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#15
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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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#16
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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. |
#17
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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. |
#18
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I will absolutely do that myself. Thank you very much Goblin Wizard for the scripts! |
#19
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Goblin Wizard, I was wondering, as you seem to know about scripts and stuff: Do you possibly know how to change camera strafing? You've probably read what I said in other posts, (Camera wont strafe oblique, so it takes way longer time to get where you want, it's ineffective.. and so on), It'd be really grateful.
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#20
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I am staying strong to see if the developers correct, unless somehow this is really historically accurate Let me know how things work out for you.
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