
Originally Posted by
LuckyNinja
Well the problem is, of course, the projectiles. I've been trying to figure out how to solve the exact same problem. I've been trying to make an elite flintlock rifle (not h-true I know) for a some elite line infantry, and through process of elimination its the projectile tables
I've been able to make a new type of bow, and I think muskets work the same way. Here's the data for my English Longbowmen, based on the NA archers. I created a new projectile called Longbow, and then changed the two highlighted places in unit_stats_land
projectiles
Code:
longbow missile arrow arrow True projectile_arrow False True alpha_shrapnel none 1 False low 160 0 88 40 0 0 0.75 False False False 0 0.1 8 0 True low 0.1 0 bow small False False True musket_ball
unit_stats_land
Code:
english_longbowmen 80 0 0 euro_officer1 True euro_drummer1 True euro_standard_bearer euro_militia_infantry infantry_euro_light man_archer x_euro_cavalry_bow_sabre 2 leather 1 False False False 0 0 False False False False False False True longbow 50 5 0 none True longbow 15 True foot_bow sabre 5 4 2 0 sabre 0 drill_set_infantry_light trained 6 2 1.1 2 2.2 4 0 0 20 0 False True True False False False False True True True False False True False 50 75 75 False False False False False False False False True False False False False False
Artillery works slightly differently, there is one more column that I don't know what it does.