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  1. #1
    Old Geezer's Avatar Senator
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    Default Missile Stats

    I notice that the unit stats show no ap capability for javelins or any bows, including crossbows. The only ap weapons are gunpowder, axe, and mace classifications. Is this new to SS6.3? Also, the Jinetes carry only 6 javelins although the attack factor has been raised to 11. There seem to be widely varying and grossly inconsistent numbers for arrows and bolts, which range from 20 (I may have seen one with 15) up to at least 45 (I thought I saw a 55 on some eastern HA). I am rather perplexed by this. How can Noble Scottish Archers have 45 arrows and English Longbowmen only 24, or 30?

  2. #2
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: Missile Stats

    Well, I can tell you mounted javelins shouldn't be too much of an issue. The desert Cavalry {Moors} and their mercenary counterparts in France {Bretans} cut thru armored knights like a knife thru butter.

    So I think it's safe to take them off the list...

  3. #3

    Default Re: Missile Stats

    Quote Originally Posted by Old Geezer View Post
    I notice that the unit stats show no ap capability for javelins or any bows, including crossbows. The only ap weapons are gunpowder, axe, and mace classifications. Is this new to SS6.3? Also, the Jinetes carry only 6 javelins although the attack factor has been raised to 11. There seem to be widely varying and grossly inconsistent numbers for arrows and bolts, which range from 20 (I may have seen one with 15) up to at least 45 (I thought I saw a 55 on some eastern HA). I am rather perplexed by this. How can Noble Scottish Archers have 45 arrows and English Longbowmen only 24, or 30?
    The rule is that larger missile weapons get smaller ammo loads, which is in fact generally true, though of course it varied for every battle. Arbalesters did indeed carry less large and heavy bolts into battle than an archer with a short bow. Its also meant to give some reason why one might choose a light archer with a higher ammo load over a heavier unit.

    Horse Archers etc also carry more.
    Noble scottish archers should carry about 35 arrows (war bow).

    Also no more AP for missile weapons, following is from RC change list:
    -Armor Piercing attribute removed from all AP missile weapons and attack value increased, for greater effect versus light armor, and reduced effect versus heavy armor
    -All missile weapon armor penetration effects normalised based on joules of energy delivered to a point, with firearms firing soft lead balls having that energy converted to 'point' delivery equivalence

    -Firearm lethality increased. Those without armor and/or hit at short range will usually be casualties
    -Bows divided into 'Missile' and 'Skirmish' types, with their own updated animations
    * 'Missile' units shoot faster but with less accuracy to a greater range - these units create a real 'arrow shower' over a wider area
    * 'Skirmish' units shoot more slowly but with better accuracy, over direct sights (ie a shorter range). Foot skirmishers are the most accurate archer units
    -Horse archers shoot faster. HA are likewise divided into 'Skirmish' and 'Missile' types. Skirmish HA are typically lighter and faster units and usually shoot from very close range (70-80m)
    Last edited by Point Blank; August 12, 2010 at 05:51 AM.

  4. #4
    newt's Avatar Primicerius
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    Default Re: Missile Stats

    The only problem with this is when you press the hotkey for infantry, you select your militia archers as well. When you are trying to rush them all to a particular unit (enemy general) you have to stop and deselect the skirmishers one by one. I can't double click either, because of the reliance of mercenaries and having many different unit types I will only select a few units doing this.

    edit: It causes excessive micro management which sucks because the ai has high moral and any wasted time can lose the battle for you.
    Last edited by newt; August 12, 2010 at 06:06 AM.

  5. #5
    preachercheeze's Avatar Biarchus
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    Default Re: Missile Stats

    Quote Originally Posted by newt View Post
    The only problem with this is when you press the hotkey for infantry, you select your militia archers as well. When you are trying to rush them all to a particular unit (enemy general) you have to stop and deselect the skirmishers one by one. I can't double click either, because of the reliance of mercenaries and having many different unit types I will only select a few units doing this.

    edit: It causes excessive micro management which sucks because the ai has high moral and any wasted time can lose the battle for you.
    I concur on this... I have reported it in the SS 6.3 bugs thread, but haven't seen an aswer if this is a bug or on purpouse...

  6. #6

    Default Re: Missile Stats

    Its not a bug as such, its just that the game treats Skirmishers as infantry rather than Missile units.

    As for the 'excessive micro', no worries this isn't Starcraft

    Doing it this way is the only way to have the formations file assign skirmish units out in front, with missile units behind the main battle line.

    You can change all skirmish units to missile units in the EDU file, but then they will all be behind the battle line at start.

  7. #7
    preachercheeze's Avatar Biarchus
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    Default Re: Missile Stats

    Quote Originally Posted by Point Blank View Post
    Its not a bug as such, its just that the game treats Skirmishers as infantry rather than Missile units.

    As for the 'excessive micro', no worries this isn't Starcraft

    Doing it this way is the only way to have the formations file assign skirmish units out in front, with missile units behind the main battle line.

    You can change all skirmish units to missile units in the EDU file, but then they will all be behind the battle line at start.
    damn for hard coded thingies...

    I like the idea of positioning and such... saves a whole lot of time to set the battle field during a sally forth... but, aaaargh!!!! I have learned to use the quick buttons to change orders quick... I have to think about this a while what I want to do.... 'cause I know you don't do these things without a reason PB...

  8. #8

    Default Re: Missile Stats

    I agree its not ideal.

  9. #9
    newt's Avatar Primicerius
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    Default Re: Missile Stats

    Quote Originally Posted by Point Blank View Post
    I agree its not ideal.
    And if playing England, if you get a woodsmen guild, the lower level units wont get the bonuses. So their main advantage (archers) becomes less of one.

  10. #10

    Default Re: Missile Stats

    That will only affect peasant archers for England.

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