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Thread: Volleys ineffective at close range

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  1. #1

    Default Volleys ineffective at close range

    In history, films and many other games, one waits until the enemy is very close to him (25 - 50 yards at the least) before unleashing a devastating volley. In Empire, I just set "fire at will" on, and shoot as soon as the enemy are in range.
    This is because volleys do only slightly more damage at long range than they do at close range. Furthermore, sometimes if I try and fire at the last second, my men decide to spread out for some reason, and get charged. But that's kinda besides the point.
    Someone has already found that range affects accuracy, though not by a huge amount. I'd like to know how I can edit the way range affects accuracy, so that my last-second volleys are almost certainly devastating.
    If anyone could possibly help with this, I'd appreciate it immensely. It's just a really nagging annoyance with this game.

  2. #2

    Default Re: Volleys ineffective at close range

    I don't know how to do it, I haven't looked into it very much; but I would assume that increasing the rifle's range then decreasing it's accuracy should do the trick?

  3. #3

    Default Re: Volleys ineffective at close range

    Quote Originally Posted by Dud doodoo View Post
    I don't know how to do it, I haven't looked into it very much; but I would assume that increasing the rifle's range then decreasing it's accuracy should do the trick?
    That's not exactly what I want - I want them to be more accurate at closer ranges. Ranges and long-range accuracy are fine.

  4. #4

    Default Re: Volleys ineffective at close range

    Well you see, if you increase the range units will normally engage each other at the maximum distance, where with poor accuracy they get less kills, and if you fire closer the shots are much more likely to hit.

    The distance/accuracy relation does exist, so if you make the total distance longer it will be more noticeable.

  5. #5
    Civis
    Join Date
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    Default Re: Volleys ineffective at close range

    so, is there an easy way to make firing far more deadly, i have some modding skils in rtw but since medieval 2 the files are packed and i have no idea how to crack them, i really jaja want some 30 ft skirmish to be deadly so no unit would take more than 3 shots before running

  6. #6
    Miles
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    Default Re: Volleys ineffective at close range

    Quote Originally Posted by campesino View Post
    so, is there an easy way to make firing far more deadly, i have some modding skils in rtw but since medieval 2 the files are packed and i have no idea how to crack them, i really jaja want some 30 ft skirmish to be deadly so no unit would take more than 3 shots before running
    use the unpacker in the thread at the top of this forum
    Slovenic by birth, Christian by the Grace of God.

    WWI Total War Mod Member
    Družina Kagana

  7. #7
    notger's Avatar Decanus
    Join Date
    Dec 2006
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    Berlin, Germany
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    Default Re: Volleys ineffective at close range

    Well, it does not support the projectiles_tables, where I suppose the values bangell99 wants to change are stored. It is just a guess from previous TW-titles, but I expect it to be a good one.

    Bangell99, if you ask Matt Chambers to parse projectiles_tables, maybe he will implement it.

  8. #8

    Default Re: Volleys ineffective at close range

    Quote Originally Posted by notger View Post
    Well, it does not support the projectiles_tables, where I suppose the values bangell99 wants to change are stored. It is just a guess from previous TW-titles, but I expect it to be a good one.

    Bangell99, if you ask Matt Chambers to parse projectiles_tables, maybe he will implement it.
    Very well, I will try that.

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