I feel that Horse archers and foot archers empty there quivers far too quickly.Can anyone please tell me how to give increase the number of arrows/missiles a unit can shoot?(Please,be exact.)
I feel that Horse archers and foot archers empty there quivers far too quickly.Can anyone please tell me how to give increase the number of arrows/missiles a unit can shoot?(Please,be exact.)
someone anwser the question id like to know to
I was waiting for DV to answer this one. I believe his thinking behind this was to force the AI to expend their ammo and finish with a charge.
I think we may need to look at this more closely, as I was surprised to find my Turkomans ran out of ammo very quickly.
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Well yes ... it is in most cases better for the AI to have short ammo (as they don't use their range-weapons very well), but i see also that it could be too short for a few certain units. I think we should balance this after their armour and melee capability: the more capable for melee the less the ammo and vice versa of course. Example Turkomans as rather light skirmisher cavalry could get a bit more ammo, yes.
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Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
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Can someone tell me how to increase ammunition,please?![]()
Open export_descr_unit_early or _dark, and find the unit you want to change. You will need to change the bold number in this line:
stat_pri 5, 1, arrow, 155, 15, missile, missile_mechanical, piercing, none, 25, 1
Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
Under the Patronage of Atterdag
found it
Last edited by Jaketh; December 02, 2008 at 05:13 PM. Reason: found it
ok, it would take ages to fix them all, in the next patch just make it so the archers have enough to last a long time and the cannons have enough to actually bring down a wall
I was planning on putting it in the next patch. Probably not as extreme as you would like, but I will make sure they have all have realistic numbers.
Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
Under the Patronage of Atterdag
Yeah I have to agree... The various Byzantine archer units (Toxotai, Psiloi ect ect) only manage to let loose around 10 or so volleys... They've got nothing.. (note, I haven't played the newest patch)... I understand why you guys are canning the idea of archers having a near limitless supply of arrows.. However, maybe a few more wouldn't go astray...
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The ammo has already been adjusted for the next patch.
Can someone tell me, does the AI actually deploy stakes?
They were disabled because the AI never used them, I am wondering if this is still the case.
Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
Under the Patronage of Atterdag
In my experience, I don't ever recall the AI ever doing so... So no..
"We are unable to choose the circumstances of our creation, and few of us choose our demise.
However, as intelligent creatures of freewill, we are gifted, privileged, and so very fortunate; that we are able to choose the manner, in which we choose live". - Me
(If you like my quote or agree with it, you are welcome to add it to your own sig!).
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In my experience, the AI never uses any special abilities what-so-ever: If you want them to use it, then you have to add the line starts_phalanx, or whatever, to them.
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That's why we disabled some of them. I guess I will experiment a little....
Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
Under the Patronage of Atterdag