So in my great personal crusade to make gunpowder units even remotely resemble the actual thing property wise (and thus give a whole new layer to strategy) I've been fooling around with the projectiles file and I've found some interesting things:
Here is the entry for a musket bullet:
projectile musket_bullet
effect bullet_model_set
end_effect bullet_impact_ground_set
end_man_effect man_impact_tiny_set
end_package_effect bullet_impact_wall_set
end_shatter_effect bullet_impact_ground_set
end_shatter_man_effect man_impact_tiny_set
end_shatter_package_effect bullet_impact_wall_set
damage 0
radius 0
mass 0.05
accuracy_vs_units 0.001
min_angle -60
max_angle 70
velocity 60 85
display aimed
effect_only
And here is one for a arrow:
projectile arrow
effect arrows_new_set
end_effect arrow_impact_ground_set
end_man_effect man_impact_tiny_set
end_package_effect arrow_impact_wall_set
end_shatter_effect arrow_impact_ground_set
end_shatter_man_effect man_impact_tiny_set
end_shatter_package_effect arrow_broken_impact_wall_set
effect_offset -1.5
damage 0
radius 0.1
mass 0.05
affected_by_rain
min_angle -75
max_angle 65
velocity 20 48
display aimed
effect_only
The arrow one comes from the original RTW, the musket bullet is listed under the "new" section.
Anyway, the most interesting things are:
affected_by_rain
and
accuracy_vs_units 0.001
I tried putting the rain attribute on the musket, I got a crash
Then I changed the accuracy value to something smaller, and all I got was MORE accuracy. It seems that the closer the accuracy value gets to 1 the LESS accurate it gets, I've test this and it works.
This would be a major step forward were it not for one little thing. For some reason, the missile units do not seem to improve their accuracy with proximity to target, one would think that being closer to a target would improve accuracy, but no, it makes absolutely no difference.
Had anyone found a way around this obvious bit of oversight?