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  1. #1

    Default Tweaking accuracy of missile units

    DimeBagHo, thanks a lot for making public the instructions on how to tweak the accuracy of missile units (here). This is indeed a simple and effective way to reduce the impact of missile units on the battlefield.

    I looked into the corresponding file and have a few questions. First, is it possible to tweak settings for foot and horse archers independently? Could you point to lines for each type of archers, please (if applicable, of course )? Second, projectile stone and projectile bullet seem both to refer to slingers. What’s the difference? What units use these missiles? I placed the file in spoiler (see below).

    Spoiler Alert, click show to read: 


    ;
    ; projectile descriptions text file
    ;

    projectile arrow ; faster, 150 range

    ;effect default_arrow_trail_set
    effect_offset -1.5
    damage 0
    radius 0
    accuracy_vs_units 0.25
    accuracy_vs_buildings 0.25
    affected_by_rain
    min_angle -60
    max_angle 60
    velocity 43
    display particle_trail
    triangle
    texture data/textures/arrow_test.tga
    tail 0.3
    length 2.5
    tail_tex0 0 0.0
    tail_tex1 0 0.25
    head_tex 1 0.125
    end

    projectile arrows ; slower, 120 range

    ;effect default_arrow_trail_set
    effect_offset -1.5
    damage 0
    radius 0
    accuracy_vs_units 0.25
    accuracy_vs_buildings 0.25
    affected_by_rain
    min_angle -60
    max_angle 60
    velocity 39
    display particle_trail
    triangle
    texture data/textures/arrow_test.tga
    tail 0.3
    length 2.5
    tail_tex0 0 0.0
    tail_tex1 0 0.25
    head_tex 1 0.125
    end

    projectile arrow_chant ; no flames

    ;effect default_arrow_trail_set
    effect_offset -1.5
    damage 0
    radius 0
    accuracy_vs_units 0.25
    accuracy_vs_buildings 0.25
    affected_by_rain
    min_angle -60
    max_angle 60
    velocity 39
    display particle_trail
    triangle
    texture data/textures/arrow_test.tga
    tail 0.3
    length 2.5
    tail_tex0 0 0.0
    tail_tex1 0 0.25
    head_tex 1 0.125
    end

    projectile arrow_fiery

    flaming arrow
    effect fiery_arrow_set
    end_effect fiery_arrow_explosion_set
    effect_offset -0.85
    damage 0
    radius 0.1
    accuracy_vs_units 0.25
    accuracy_vs_buildings 0.25
    affected_by_rain
    fiery
    min_angle -60
    max_angle 60
    prefer_high
    velocity 43
    display aimed
    triangle
    texture data/textures/arrow_test.tga
    tail 0.3
    length 2.5
    tail_tex0 0 0.0
    tail_tex1 0 0.25
    head_tex 1 0.125
    end

    projectile arrows_fiery

    flaming arrows
    effect fiery_arrow_set
    end_effect fiery_arrow_explosion_set
    effect_offset -0.85
    damage 0
    radius 0.1
    accuracy_vs_units 0.25
    accuracy_vs_buildings 0.25
    affected_by_rain
    fiery
    min_angle -60
    max_angle 60
    prefer_high
    velocity 39
    display aimed
    triangle
    texture data/textures/arrow_test.tga
    tail 0.3
    length 2.5
    tail_tex0 0 0.0
    tail_tex1 0 0.25
    head_tex 1 0.125
    end

    projectile head

    damage 0
    damage_to_troops 0
    radius 0
    mass 0.05
    accuracy_vs_units 0.5
    accuracy_vs_buildings 0.5
    min_angle -60
    max_angle 70
    velocity 25
    display
    model data/models_missile/missile_head_high.CAS, 40.0
    model data/models_missile/missile_head_med.CAS, 80.0
    model data/models_missile/missile_head_low.CAS, max

    projectile boulder

    effect boulder_set
    end_effect boulder_explosion_set
    damage 70
    damage_to_troops 8
    radius 0.3
    mass 0.1
    area 2.0
    accuracy_vs_units 0.09
    accuracy_vs_buildings 0.0625
    min_angle 0
    max_angle 70
    velocity 61
    bounce 0.5 0.6 0.5 0.4
    display aimed
    effect_only
    ; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
    ;stuck
    ;model data/models_missile/onager_rock.CAS, max
    ;model data/models_missile/Big_Boulder_high.CAS, 40.0
    ;model data/models_missile/Big_Boulder_med.CAS, 80.0
    ;model data/models_missile/Big_Boulder_low.CAS, max

    projectile fiery_boulder

    flaming boulder
    effect fiery_boulder_set
    end_effect fiery_boulder_explosion_set
    damage 40
    damage_to_troops 30
    radius 0.3
    mass 0.1
    area 2.5
    accuracy_vs_units 0.35
    accuracy_vs_buildings 0.125
    fiery ; uncomment this to make all boulders fiery
    min_angle 0
    max_angle 70
    velocity 61
    ground_shatter
    display aimed
    effect_only

    projectile big_boulder

    effect boulder_set
    end_effect boulder_explosion_set
    damage 110
    damage_to_troops 10
    radius 0.3
    mass 0.1
    area 2.0
    accuracy_vs_units 0.09
    accuracy_vs_buildings 0.0625
    min_angle 0
    max_angle 70
    velocity 61
    bounce 0.5 0.6 0.5 0.4
    display aimed
    effect_only
    ; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
    ;stuck
    ;model data/models_missile/onager_rock.CAS, max
    ;model data/models_missile/Big_Boulder_high.CAS, 40.0
    ;model data/models_missile/Big_Boulder_med.CAS, 80.0
    ;model data/models_missile/Big_Boulder_low.CAS, max

    projectile big_fiery_boulder

    flaming big_boulder
    effect fiery_boulder_set
    end_effect fiery_boulder_explosion_set
    damage 60
    damage_to_troops 40
    radius 0.30
    mass 0.1
    area 3.0
    accuracy_vs_units 0.35
    accuracy_vs_buildings 0.125
    fiery ; uncomment this to make all boulders fiery
    min_angle 0
    max_angle 70
    velocity 61
    ground_shatter
    display aimed
    effect_only

    projectile bolt

    damage 0
    damage_to_troops 1
    radius 0
    mass 0.05
    accuracy_vs_units 0.15
    accuracy_vs_buildings 0.15
    min_angle -60
    max_angle 70
    velocity 60
    display aimed particle_trail invert_model_z
    model data/models_missile/Bolt_high.CAS, 40.0
    model data/models_missile/Bolt_med.CAS, 80.0
    model data/models_missile/Bolt_low.CAS, max

    projectile stone

    effect small_arrow_trail_set
    damage 0
    damage_to_troops 1
    radius 0
    mass 0.05
    accuracy_vs_units 0.2
    accuracy_vs_buildings 0.2
    min_angle -60
    max_angle 70
    velocity 70
    display
    model data/models_missile/sling_stone.cas, max

    projectile bullet

    damage 0
    damage_to_troops 1
    radius 0
    mass 0.05
    accuracy_vs_units 0.2
    accuracy_vs_buildings 0.2
    min_angle -60
    max_angle 70
    velocity 75
    display
    model data/models_missile/sling_stone.cas, max

    projectile kestros

    damage 0
    damage_to_troops 1
    radius 0
    mass 0.1
    accuracy_vs_units 0.2
    accuracy_vs_buildings 0.2
    min_angle -60
    max_angle 70
    velocity 70
    display aimed invert_model_z
    model xgm/data/models_missile/BI_projectile_plumbata.CAS, max

    projectile javelin

    damage 0
    damage_to_troops 1
    radius 0
    mass 0.2
    accuracy_vs_units 0.1
    accuracy_vs_buildings 0.1
    min_angle -60
    max_angle 70
    velocity 28
    display aimed invert_model_z
    model data/models_missile/weapon_javelin_high.cas, 40
    model data/models_missile/weapon_javelin_low.cas, max

    projectile javelin_heavy

    damage 0
    damage_to_troops 1
    radius 0
    mass 0.25
    accuracy_vs_units 0.1
    accuracy_vs_buildings 0.1
    min_angle -60
    max_angle 70
    velocity 25
    display aimed invert_model_z
    model xgm/data/models_missile/weapon_javelin_heavy_high.cas, 40
    model xgm/data/models_missile/weapon_javelin_heavy_high.cas, max

    projectile pilum

    damage 0
    damage_to_troops 1
    radius 0
    mass 0.3
    accuracy_vs_units 0.1
    accuracy_vs_buildings 0.1
    min_angle -60
    max_angle 70
    velocity 21
    display aimed
    model data/models_missile/weapon_pilum_high.cas, 40
    model data/models_missile/weapon_pilum_low.cas, max

    projectile francisca

    damage 0
    damage_to_troops 1
    radius 0
    mass 0.3
    accuracy_vs_units 0.1
    accuracy_vs_buildings 0.1
    min_angle -60
    max_angle 70
    velocity 30
    bounce 0.3 0.4 0.7 0.9 erratic
    display aimed spin
    model xgm/data/models_missile/BI_projectile_francisca.CAS, max

    projectile ballista

    effect large_arrow_trail_set
    end_effect large_arrow_explode_set
    damage 24
    damage_to_troops 5
    radius 0
    min_angle -30
    max_angle 70
    velocity 60
    ;bounce 0.5 0.6 0.5 0.4
    display aimed particle_trail invert_model_z
    model data/models_missile/missile_ballista_bolt_high.CAS, 40.0
    model data/models_missile/missile_ballista_bolt_med.CAS, 80.0
    model data/models_missile/missile_ballista_bolt_low.CAS, max

    projectile flaming_ballista

    flaming ballista
    effect fiery_ballista_trail_set
    end_effect fiery_ballista_explosion_set
    effect_offset 1.0
    damage 24
    damage_to_troops 5
    radius 0
    accuracy_vs_units 0.15
    fiery
    min_angle -60
    max_angle 70
    velocity 60
    ;bounce 0.5 0.6 0.5 0.4
    display aimed invert_model_z
    model data/models_missile/missile_ballista_bolt_high.CAS, 40.0
    model data/models_missile/missile_ballista_bolt_med.CAS, 80.0
    model data/models_missile/missile_ballista_bolt_low.CAS, max

    ;tower ballistas are identical to normal ballistas, have do reduced damage
    ;intoduced when the number of artillery pieces per unit was reduced, as this
    ;required doubling the power of each hit to save having to rebalance all the
    ;wall and building hit points.
    projectile tower_ballista

    effect large_arrow_trail_set
    end_effect large_arrow_explode_set
    damage 15
    damage_to_troops 8
    radius 0
    min_angle -30
    max_angle 70
    velocity 60
    ;bounce 0.5 0.6 0.5 0.4
    display aimed particle_trail invert_model_z
    model data/models_missile/missile_ballista_bolt_high.CAS, 40.0
    model data/models_missile/missile_ballista_bolt_med.CAS, 80.0
    model data/models_missile/missile_ballista_bolt_low.CAS, max

    projectile tower_flaming_ballista

    flaming tower_ballista
    effect fiery_ballista_trail_set
    end_effect fiery_ballista_explosion_set
    effect_offset 1.0
    damage 15
    damage_to_troops 8
    radius 0
    fiery
    min_angle -60
    max_angle 70
    velocity 60
    ;bounce 0.5 0.6 0.5 0.4
    display aimed invert_model_z
    model data/models_missile/missile_ballista_bolt_high.CAS, 40.0
    model data/models_missile/missile_ballista_bolt_med.CAS, 80.0
    model data/models_missile/missile_ballista_bolt_low.CAS, max

    projectile scorpion

    effect large_arrow_trail_set
    end_effect large_arrow_explode_set
    damage 0
    damage_to_troops 2
    radius 0
    min_angle -30
    max_angle 70
    velocity 90
    display aimed particle_trail
    model data/models_missile/missile_scorpion_bolt_high.CAS, 40.0
    model data/models_missile/missile_scorpion_bolt_med.CAS, 80.0
    model data/models_missile/missile_scorpion_bolt_low.CAS, max

    projectile flaming_scorpion

    flaming scorpion
    effect fiery_ballista_trail_set
    end_effect fiery_ballista_explosion_set
    effect_offset 1.0
    damage 0
    damage_to_troops 2
    radius 0
    accuracy_vs_units 0.15
    fiery
    min_angle -60
    max_angle 70
    velocity 90
    display aimed particle_trail
    model data/models_missile/missile_scorpion_bolt_high.CAS, 40.0
    model data/models_missile/missile_scorpion_bolt_med.CAS, 80.0
    model data/models_missile/missile_scorpion_bolt_low.CAS, max

    projectile repeating_ballista

    effect large_arrow_trail_set
    end_effect large_arrow_explode_set
    damage 0
    damage_to_troops 2
    radius 0
    min_angle -30
    max_angle 70
    velocity 60
    display aimed particle_trail
    model data/models_missile/missile_scorpion_bolt_high.CAS, 40.0
    model data/models_missile/missile_scorpion_bolt_med.CAS, 80.0
    model data/models_missile/missile_scorpion_bolt_low.CAS, max




    A related question. Possibly discussed previously. Movement rate should in principle affect the impact of missile units on the battlefield. Please, correct me if I am wrong, reduced movement rate means that it takes longer for a given unit to travel from point A to point B. The rate of other movements, e.g. firing missiles, slashing with the sword, etc., is not affected. Therefore, the unit on the move and under fire could receive a few volleys extra on reduced movement rate. Just something to take into account, I guess.


  2. #2
    DimeBagHo's Avatar Praeses
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    Default Re: Tweaking accuracy of missile units

    Quote Originally Posted by Magister Equitum View Post
    First, is it possible to tweak settings for foot and horse archers independently?
    It is possible (and something I have considered doing, but haven't had time to test). All you need to do is make a new arrow type, with the new settings you want, and use that missile type on the stat_pri line in export_descr_units.txt. Currently elite archers and HAs use 'arrow', regular archers and HAs use 'arrows'. The Sabaean Temple Guard uses 'arrow_chant' which has no flaming version, so they can use their special chant ability.
    Second, projectile stone and projectile bullet seem both to refer to slingers. What’s the difference? What units use these missiles?
    IIRC 'stone' is not used in XGM. The only difference between stones and bullets is that stones look bigger. In vanilla 'stone' is used for regular slinger units, while 'bullet' is used for elite slinger units.
    Movement rate should in principle affect the impact of missile units on the battlefield. Please, correct me if I am wrong, reduced movement rate means that it takes longer for a given unit to travel from point A to point B. The rate of other movements, e.g. firing missiles, slashing with the sword, etc., is not affected. Therefore, the unit on the move and under fire could receive a few volleys extra on reduced movement rate.
    That's correct.

  3. #3

    Default Re: Tweaking accuracy of missile units

    I see, Dime. Thanks. I was thinking of giving foot archers some of their accuracy back (say, 0.20 instead of 0.25 or something like this). This (i) would reflect that foot arhers have a better chance to hit their target and (ii) would give ordinary archers a better hand against HAs. Furthermore, HAs usually get experience faster than (normal) foot archers, because it's much easier for them to escape and stay alive.
    Decreasing the accuracy of HAs even more is also an option, but it would be too harsh, I guess.

    P.S. 5.8 beta?!

  4. #4

    Default Re: Tweaking accuracy of missile units

    @DimeBagHo (or anyone with knowledge of the matter) I am still keeping an XGM 5.6.7 install to keep up my Macs AAR for a while. I was thinking of modifying the accuracy of missiles for that install. So, copy-pasting those accuracy modifying lines in descr_projectile_new would do, right? Or, I could simply replace the existing file with one from 5.8. Would that be wise? :hmmm:

  5. #5
    DimeBagHo's Avatar Praeses
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    Default Re: Tweaking accuracy of missile units

    Just copying the file over would probably work, but it wouldn't be ideal. It would be better if you could go through EDU and give the right arrow types to the right units.

  6. #6

    Default Re: Tweaking accuracy of missile units

    Thanks for reply, Dime. I am not sure I understand why the arrow type should be modified in EDU. I did not mean to differentiate units at this point, just to cut accuracy uniformly to all (corresponding) missile units (all arrw, arrows, javelin etc). So, I thought of just adding accuracy_vs_units line with the modifier.

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