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  1. #1

    Default descr_projectile

    Well, I've tried searching and haven't found anything about this, so I apologize if this is answered elsewhere.

    I was looking through the edu and descr_projectile files trying to figure out the difference between Genoese Crossbowmen and Pavise Crossbowmen (this may be specific to the RR/RC compilation, but my general question should apply everywhere I think). I see that Genoese Crossbowmen use a quality_heavy_crossbow_bolt and Pavise Crossbowmen use a heavy_crossbow_bolt. So, I go to descr_projectile to see why I get pretty noticeable differences in casualties served between the two. The relevant stats:
    quality_heavy_crossbow_bolt
    damage 0
    radius 0.075
    mass 0.012
    accuracy_vs_units 0.0575
    affected_by_rain
    min_angle -80
    max_angle 60
    velocity 50 55
    and

    heavy_crossbow_bolt

    damage 0
    radius 0.075
    mass 0.12
    accuracy_vs_units 0.0625
    affected_by_rain
    min_angle -80
    max_angle 60
    velocity 50 55
    And, both have a stat_pri of 10 for damage.


    I thought that mass and velocity would contribute to the destructiveness of a projectile weapon at least with bows and crossbows (Force = mass X acceleration) and that accuracy_vs_units would also play a role.

    Could anyone enlighten me about how these stats give the Genoese Crossbowmen more casualties, on average, than Pavise Crossbowmen? What stats contribute to a bow/crossbow's destructiveness?

    Thanks in advance!
    I don't always talk in tautologies, but when I do, I talk in tautologies.




  2. #2
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    Default Re: descr_projectile

    If I recall correctly, the lower the accuracy number (i.e. fewer misses) the more hits with the bolts and hence more kills. If everything else is equal than the accuracy will be the difference. Easy test is to lower the accuracy number and see if the number of kills increases or decreases.
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  3. #3
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    Default Re: descr_projectile

    Kill rates? accuracy_vs_units and probably radius. But there are tactical advantages to a faster missile that can knock an opponent back, so velocity and mass come into it. Though not in that example, I'd imagine, since skill with a crossbow doesn't make the bolt faster or heavier.

    I'm not so up on descr_projectiles though, I'm sure there's loads I don't know.
    Last edited by Taiji; April 02, 2010 at 11:10 AM.

  4. #4

    Default Re: descr_projectile

    Thank you both. I wasn't sure how accuracy_vs_units worked. At first I thought higher numbers meant better aim, although I haven't tried changing anything and experimenting in that stat. (Suppose I could do that ;-) ) I have played around with changing out crossbows and arrows for various units.
    I don't always talk in tautologies, but when I do, I talk in tautologies.




  5. #5

    Default Re: descr_projectile

    Hi!
    Lower number on accuracy lead to more precise shooting. In my experience, and I have used accuracy of 0,00000000000000000000000000000000000000000000000000000000000000000000001 etc. at the beginning with some elven special unit, if go below 0.01 it doesn't change a lot, because they already shoot like hell.
    Maybe you can go to 0.001 but 'realism' is long gone then.
    With the masses I totally agree Taji - they can be very useful to knock enemies back. Be careful not to overplay this - you have to keep in mind the masses of your units, otherwise you'll see the guys fly through the air from a bow shot like from a cav charge. Test on the lightest units like peasant archers.
    Balanced out carefully this really can be gainful for some units.
    Hey Taji, can you tell me what 'radius' does?? At first I thought it was the projectiles' radius, i.e. how 'thick' teh arrow is, but that's bulk as I now know, it's the model that affects that.
    Thx,
    cg
    Last edited by confused german; April 05, 2010 at 07:35 AM.
    "Do you want Total War?"

  6. #6
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    Default Re: descr_projectile

    That's it, Confused, just the radius of the missile. The larger it is, the harder to miss.

  7. #7

    Default Re: descr_projectile

    Quote Originally Posted by Taiji View Post
    That's it, Confused, just the radius of the missile. The larger it is, the harder to miss.
    Ah, well. I thought differently, because if it was so you should be able to see the effect in the battlefield with your own eyes. But I didn't observe thicker arrows when testing it. Maybe I just didn't put the value high enough? Does it at all work for non-siege-engine missiles?
    I will conduct some further testing. Thx btw.
    "Do you want Total War?"

  8. #8
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    Default Re: descr_projectile

    You're welcome

    The difference between 0.1 and 0.01 was noticeable when I tested.

  9. #9

    Default Re: descr_projectile

    Quote Originally Posted by Taiji View Post
    The difference between 0.1 and 0.01 was noticeable when I tested.
    Ah, I never tried to reduce the value to make the arrows thinner. I checked 0.1 to 0.3 and didn't see it.
    Oh gosh, when shall I do all this testing? Can no one build a machine for this?

    Regards,
    cg
    "Do you want Total War?"

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