Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > Real Warfare 2: Northern Crusades

Real Warfare 2: Northern Crusades A new chapter in the Real Warfare realistic real-time strategy games series.

Reply
 
Thread Tools Display Modes
  #1  
Old 01-24-2012, 06:22 PM
mitra mitra is offline
Approved Member
 
Join Date: Mar 2008
Location: Milano
Posts: 668
Default Version 1.4 of my mod

New version of my mod

https://rapidshare.com/files/4495378...ra-modv1.4.rar

here the changes (in bold the new ones)


- Is not possible to do circle if more than the 25% of soldiers is in combat, for avoid too easy circle use for avoid encirclement
- retreat zones: if a not routed grup move on the map angle, it will retreat from the battle like a routed unit; for campaign battle at place of retreat button
- no more displayed the red bases on the enemy units
- now if a group is not visibile on the minimap will be invisible also on the battle map
- the fire on enemy units is stopped if they are in melee with friendly units; the only exception is in the case of short range fire (aimed shoot) if no friendly soldier is in the fire arc)
- implementation of wood zones density: effect on FOW range and visibility, effect on arrows precision, effect on movement velocity
- indirect fire penalty: if between the shooter and the target a friend unit is present the shoot is considered indirect and has precision penalty, with the exception in the case target friendly an shooter are at different height level.
- change of arrows precision on the base or arc and target rank numbers: if the shot is parabolic a bigger number of ranks increase the hits number, a low number decrease it; if the shot arc is low it works at contrary.
- Displayed the influence range of commander: Press X for display it
- Displayed the range of maximum influence of horn sound: Press CTRL+X for display it
- Routines for AI group actions:
Groups form Circle with attacked by Cavalry or a Cavalry unit is very near
Groups go in sparse formations if under fire and not enemy unit is very near
Groups enter in dense formation during the melee
Groups return in normal formation in the ohter situations
---v 1.4
- added new routine for AI cavalry groups
Groups form Wedge for attack heavy infantry or heavy cavalry
form line for attack light troops
They try to avoid infantry troops in circle formation
if between the target enemy and the attacker there is a heavy infantry unit the attacker is fall back.
- added new routine for crosswbowmen
now they move with loaded weapon and recharge it also when there is not enemy in range (lock and load)
- various corrections to previous changes
Reply With Quote
  #2  
Old 01-24-2012, 07:24 PM
ThisIsRealWarfare ThisIsRealWarfare is offline
Approved Member
 
Join Date: Nov 2011
Posts: 113
Default

Quote:
Originally Posted by mitra View Post
New version of my mod

https://rapidshare.com/files/4495378...ra-modv1.4.rar

here the changes (in bold the new ones)


- Is not possible to do circle if more than the 25% of soldiers is in combat, for avoid too easy circle use for avoid encirclement
- retreat zones: if a not routed grup move on the map angle, it will retreat from the battle like a routed unit; for campaign battle at place of retreat button
- no more displayed the red bases on the enemy units
- now if a group is not visibile on the minimap will be invisible also on the battle map
- the fire on enemy units is stopped if they are in melee with friendly units; the only exception is in the case of short range fire (aimed shoot) if no friendly soldier is in the fire arc)
- implementation of wood zones density: effect on FOW range and visibility, effect on arrows precision, effect on movement velocity
- indirect fire penalty: if between the shooter and the target a friend unit is present the shoot is considered indirect and has precision penalty, with the exception in the case target friendly an shooter are at different height level.
- change of arrows precision on the base or arc and target rank numbers: if the shot is parabolic a bigger number of ranks increase the hits number, a low number decrease it; if the shot arc is low it works at contrary.
- Displayed the influence range of commander: Press X for display it
- Displayed the range of maximum influence of horn sound: Press CTRL+X for display it
- Routines for AI group actions:
Groups form Circle with attacked by Cavalry or a Cavalry unit is very near
Groups go in sparse formations if under fire and not enemy unit is very near
Groups enter in dense formation during the melee
Groups return in normal formation in the ohter situations
---v 1.4
- added new routine for AI cavalry groups
Groups form Wedge for attack heavy infantry or heavy cavalry
form line for attack light troops
They try to avoid infantry troops in circle formation
if between the target enemy and the attacker there is a heavy infantry unit the attacker is fall back.
- added new routine for crosswbowmen
now they move with loaded weapon and recharge it also when there is not enemy in range (lock and load)
- various corrections to previous changes
Wow this looks promising!
Will definitely try it out now at once ;D (And I hope more will) Keep the good work up Mitra!
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 03:07 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.