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Thread: Archer Accuracy Submod 2.11 (+ optional HE overhaul) with Trailer

  1. #1

    Default Archer Accuracy Submod 2.11 (+ optional HE overhaul) with Trailer

    This is a project of mine I decided to offer as a small submod for anyone interested.

    It basically gives every archer unit an accuracy that fits to their skill with the bow, instead of just raising the damage.
    In the same way it also modifies the accuracy of all other ranged units.

    So on the battlefield you will see gondor archers hit more orcs than the militias next to them.
    Snagas will hit much less than before.
    And elite archers (especially elves) will be the death of any light troops foolish enough to move into their range.
    Dwarves will have even better siege engines due to their engineering experience.

    I made different versions based on which additional features you like:

    1. Compatibility with Baron Samedi's Submod (choose 'Vanilla'-folder if you don't use it)
    2. Overhaul of High Elven faction:


    • Decrease of unit size from 120 to 90 soldiers
    • Considerably increased melee stats
    • Even higher speed for light units
    • More expensive units
    • Eldar warriors superior to any human or orcish soldier
    • More bonuses in forests and scrubs

    Note that the HE become harder to play with this feature economically, especially in the beginning.

    Installion:

    1. Download File from Attachment at the and of this post
    2.
    Unpack
    3. Copy the projectile.txt file into Third_Age_3/data (Allow to overwrite)
    4. Choose the folder for the version you want
    (DON'T choose Baron Samedi version for Vanilla or vice versa)
    5. Copy the appropriate export_descr_unit.txt into Third_Age_3/data (Allow to overwrite)

    Don't bother to start a new campaign, this is savegame compatible.
    Backups are included.

    Note that the fellowship campaign is not supported.


    Compatibility:

    TATW 3.1

    Baron Samedi's Gameplay Enhancing Submods Compilation 5.0 + Bugfixer

    The Minas Tirith Trebuchet Submod by ztmario for Baron Samedi compatible version (reduced to 1 engine for better placement, slightly changed)

    Permanent projectiles minimod by zax (only tested for arrows, overwrite with Archer Accuracy's descr_projectiles.txt after installation, otherwise CTD)

    Otherwise this submod is only compatible with other submods if they don't change descr_projectile.txt or export_descr_unit.txt.

    Changelog


    1.0
    Original version: Archers receive different accuracy

    1.1
    SE Sindar Archer and Horsearchers for Baron Samedi version fixed

    1.2
    AUM units for Baron Samedi included

    1.3
    Dwarven Axethrower fix (from Germanicu5) added

    1.31
    removed CTD at start for 1.3

    1.4
    HE overhaul reworked (bigger, more expensive units, more advantages in scrubs/forest for elven units (SE as well)

    1.5
    updated for TATW 3.1 and Baron Samedi's Bugfixer 1.4, SE Archers stronger at start, Eldar Archers got best accuracy

    1.51
    Fixed aweful fire arrow accuracy for units with accuracy 8 (Ithilien + Athelas rangers, Brandobas archers, HE militia)

    2.0
    Extended accuracy modification to all projectiles (javelin, crossbow, catapults, ballistas)
    Small Dunedain stat changes for HE overhaul version
    Gave Mordor troll catapult additional cow carcasses to effectifely demoralise enemy troops (representing the heads from the Siege of Minas Tirith)
    Trebuchet boulders gained ability to bounce
    Fiery siege projectiles less accurate than non-fiery ones (same accuracy in vanilla)
    Range for ztmarios Minas Tirith trebuchet extended

    2.1
    Compatiblity for Baron Samedi's Submod 4.1 (and Bugfixer 1.0)
    Fixed too accurate fire arrows for high tier units
    Adjusted Imladris + Silvan horsearcher Accuracy/ Damage/ Amount of Arrows
    Gave Elven units better ability to hide
    Dwarven crossbowmen got their reload speed bonus converted into a damage bonus
    Snagas reruitable in 1 turn, reduced amount of arrows (not too much precious ammunition for cannon fodder) You will experience to be charged by snaga achers that ran out of arrows quite often now
    Damage for Heavy Silvan Archers + Sindar Archers increased

    2.11
    Compatibility for Baron Samedi's Submod 5.0 and first Bugfixer

    Siege Weapons

    Different factions have different accuracy for their siege weapons now:

    Mediocre:
    Orcs of the Misty Mountains
    Orcs of Gundabad
    Harad
    Rohan
    Eriador

    Good:
    Gondor
    Dale (because of relationship to Dwarves)
    High Elves
    Silvan Elves
    Arnor
    Mordor
    Isengard
    Rhûn

    Superior:
    Dwarves

    For Modders:
    Anyone who wants to change the accuracy of units can do so by changing the value behind 'arrrow_' in the projectile entry of the EDU.
    1 is the smallest possible value, 12 the maximum.
    Do always make sure that there is no space between 'arrow_' and your value.

    Some examples to get a general overview for accuracy:
    Some examples to get a general overview for accuracy:
    arrow_1 -----> snaga archers
    arrow_2 -----> mordor scouts
    arrow_3 -----> mordor archers
    arrow_4 -----> Breeland milita, Unruk Hai archer
    arrow_5 -----> Gondor militia, Haradrim archer
    arrow_6 -----> Hobbit archers, Gondor Archers
    arrow_7 -----> Dale Longbowmen, Lôke-Nar Rim
    arrow_8 -----> Elven militia, Brandobas archers, Ithilien Rangers
    arrow_9 -----> Dunedain rangers
    arrow_10 ----> Homeguard, Silvan Archers
    arrow_11 ----> Heavy Silvan Archers
    arrow_12 ----> Eldar Archers, Sindar Archers

    You can also increase the maximum range a lot more if you wish to do so.
    All archers with an accuracy over 5 effectively attack enemies up to 367 meters away.
    (The old maximum was 234 meters.)
    Last edited by Bungo Baggins; October 10, 2014 at 08:35 PM.

  2. #2
    soveliss99's Avatar Civis
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    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    sweet

  3. #3

    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    Looks cool.
    How does this affect the balance? Did you tested it?
    Also I don't understand how you install it with baron samedi's mod.

  4. #4

    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    How does this affect the balance? Did you tested it?
    Without High Elves overhaul, the balance is not affected.

    But you should choose HE ovehaul only when you play them, the HE-AI suffers more disadvantages because the new projectiles are not used for autoresolve.
    If you play another faction than HE, simply overwrite with Vanilla/Baron Samedi Version alone.


    Also I don't understand how you install it with baron samedi's mod.
    After steps 1 +2:
    Open either the 'Baron_Samedi' or the 'Baron_Samedi+High_Elves' folder, copy the file in there.
    Then open your data folder in Third_Age_3 and paste it.
    Last edited by Bungo Baggins; December 18, 2011 at 05:35 PM.

  5. #5

    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    thanks

  6. #6

    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    interesting mod

  7. #7

    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    Just another question : does this make the archer weaker compared to vanilla?

  8. #8

    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    Quote Originally Posted by GueulEclator View Post
    Just another question : does this make the archer weaker compared to vanilla?
    It depends on the archer type.
    Orc archers generally are less accurate than before without compensating this with damage.
    'Normal archers' are somewhat more accurate at mostly the same/a bit less damage.
    Good and elite archers gain a lot of accuracy, but have less damage than before (max is 10 for HE Eldar Archers).

    So you should try to use them on light troops even more.
    But in general they should be more efficient than in Vanilla.

    A few factions also have different specialisations for archers.
    Bardian archers for Dale are as accurate as longbowmen, but make more damage.
    Athela rangers make the same damage, but are more accurate.
    So using the armored Bardian archers rather against armored enemies and the Rangers on unarmored enemies will increase the casualities you cause.

  9. #9

    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    So does this means that this mod is disadventageous for high eleven archer compared to other elite archer who had 10 attak while the elven had more than 10?
    And all do you know of the accuracy of an archer unit ? Is their a way to know if an archer has a better accuracy than another?

    Also i saw that the elites silvan sindar archer have a missile attak of 13? It seems like you forgotten to lower their stats?

    Anyway, I recomand this submod to everybody : it's a great submod cuz it gives a more realistic feeling to battle, and especially archer duel.

    Good job!

  10. #10

    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    So does this means that this mod is disadventageous for high eleven archer compared to other elite archer who had 10 attak while the elven had more than 10?
    And all do you know of the accuracy of an archer unit ? Is their a way to know if an archer has a better accuracy than another?
    No, because the other elite archer had their attack lowered as well.
    You can look up the accuracy in the EDU, I added a description to my first post.
    But the accuracy will not be shown in game like other stats.

    Also i saw that the elites silvan sindar archer have a missile attak of 13? It seems like you forgotten to lower their stats?
    Obviously I overlooked it for one version, which one are you using?
    They should have a damage of 9 because they already got the best accuracy in the game and are available from the beginning (bodyguard unit).

    I will upload a corrected version as soon as I come home.
    Edit: Done
    Last edited by Bungo Baggins; December 19, 2011 at 10:04 AM.

  11. #11

    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    Also are the loke nar rim accurate with this submod or did you considered them like normal|mediocre archer.
    How would you categorise them (bad, average, good, or exelent)

  12. #12

    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    They got an accuracy of 7.
    It's quite good, to compare that with other archers you can look into the spoiler in my first post.

    But you can edit them yourself if you think that's not sufficient, just change it in the edu.

  13. #13
    Araval's Avatar Protector Domesticus
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    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    Thanks, +rep!

  14. #14

    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    After GueulEclator's post I found out that two SE units (Horsearchers and Sindar Archers) still used the old accuracy.
    Especially for the Sindars this is a pity (highest accuraccy in game).

    So if you are using the the very first Baron Samedi Version from 19.12.2011 and want to play with Silvan Elves, you should consider to patch with the current version I uploaded.
    The Vanilla Version is complete.

    If want this to be compatible with other submods, just ask.
    Any further remarks/suggestions are welcome!
    Last edited by Bungo Baggins; December 19, 2011 at 06:48 PM.

  15. #15

    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    So you say you cant fix sindar archer for baron samedi?

  16. #16

    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    I already did. Just redownload and overwrite.

  17. #17

    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    I think this is not compatible with the fix for the dwarven axes (you can find it here http://www.twcenter.net/forums/showt...3#post10727863, one of the last post by germanicu5) since the fix also modify the projectile file. But i'm not sure.
    If it's the case, maybe you could combine the two (the fix and your mod), so we can use this mod when playing with the dwarves (or against them).
    Again i'm not sure if you did it or not already.

  18. #18
    Qba's Avatar Biarchus
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    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    I'll give it a try!

    btw, is this mod game save compatible?
    Vae Victis!

  19. #19

    Default Re: Archer Accuracy Submod (+ optional HE overhaul)

    Quote Originally Posted by GueulEclator View Post
    I think this is not compatible with the fix for the dwarven axes (you can find it here http://www.twcenter.net/forums/showt...3#post10727863, one of the last post by germanicu5) since the fix also modify the projectile file. But i'm not sure.
    If it's the case, maybe you could combine the two (the fix and your mod), so we can use this mod when playing with the dwarves (or against them).
    Again i'm not sure if you did it or not already.
    Thank you for the hint.
    I should have thought of that myself.
    I uploaded a new version.
    I'll give it a try!

    btw, is this mod game save compatible?
    Yes, no problem.

  20. #20
    Qba's Avatar Biarchus
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    Default Re: Archer Accuracy Submod 1.3 (+ optional HE overhaul)

    Unfortunately, I got a CTD while launching TATW 3.0 with your submod... I've copied descr_projectile.txt and export_descr_unit.txt from "Baron_Samedi" folder (as I play with his submods compilation). Here's my system.log:

    Code:
    14:07:37.406 [system.rpt] [always] CPU: SSE2
    14:07:37.406 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    14:07:37.406 [system.io] [always] mounted pack packs/data_0.pack
    14:07:37.406 [system.io] [always] mounted pack packs/data_1.pack
    14:07:37.421 [system.io] [always] mounted pack packs/data_2.pack
    14:07:37.421 [system.io] [always] mounted pack packs/data_3.pack
    14:07:37.421 [system.io] [always] mounted pack packs/data_4.pack
    14:07:37.421 [system.io] [always] mounted pack packs/localized.pack
    14:07:41.406 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_unit.txt, at line 536, column 24
    stat_pri statistic refers to non-existant projectile type 'arrow_5'
    14:07:41.406 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_unit.txt, at line 536, column 24
    failed to read statistic for unit type 'Militia Archers'
    14:07:41.406 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file mods/Third_Age_3/data/export_descr_unit.txt.
    Vae Victis!

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