U're too stunty for my hat!.. - Dwarves and ranged attacks from walls

Thread: U're too stunty for my hat!.. - Dwarves and ranged attacks from walls

  1. Draxdevourer said:

    Default U're too stunty for my hat!.. - Dwarves and ranged attacks from walls

    So, I just tried out the Dwarves in this fantastic mod. A friend said he had trouble with the Thunderers refusing to fire from walls in v1.44. I was hoping this would have been resolved in v1.5 but I haven't had a chance to test them out in siege-action yet. Instead I had some quarreleres being assaulted by a larger force of Beastmen in Karak-Norn. In normal Medieval II the 2 or 3 first rows of crossbowmen will fire straight ahead, while only the deep rows fire their bolts into a high curve. The Dwarven quarrelers always fire into a high curve from walls, no matter the row. It's almost as if the game takes their hight into account, figuring that they are too stunty to be able to see and shoot directly at the opponent from the ramparts..



    I was thinking that the Thunderers are probably direct fire only, and that it is plausible they wouldn't fire from the walls in 1.44 because they had no direct line of sight now with the ramparts being so tall and all. Regardless the problem is quite severe imho, as indirect fire is very ineffective indeed. I had 2 units of quarrelers empty their whole ammo-store into 1 unit of Gors standing in ideal fireing range from the walls, and they couldn't destroy it between two of them (It was also drippeling lightly with rain, but still..). Considering that Dwarves are supposed to shine in sieges I'm thinking this particular problem is a deal-breaker for playing them.



    So, the question.. Has this been discussed before? I couldn't find anything about this with a search. If so, what is the verdict? If not, why isn't this a topic?





    PS: this mod is the most impressive fanmade mod-, and maybe the most impressive utilization of a game I have ever been exposed to.
     
  2. Reiksfart's Avatar

    Reiksfart said:

    Default Re: U're too stunty for my hat!.. - Dwarves and ranged attacks from walls

    They have angles and velocities wrong in the projectiles file.

    I have all gunners and other missile units firing effectively from walls, including dwarves, and not using very high arcs. But that is my still work in progress submod and not released yet to the public.
     
  3. The Bold Burgundian's Avatar

    The Bold Burgundian said:

    Default Re: U're too stunty for my hat!.. - Dwarves and ranged attacks from walls

    I just put crossbows behind the walls, they can shoot over them in arcs and then place my gunners inside infantry units at the gates, some infantry on the walls in case they have ladders and then miners with their grenades on the gatehouse. Works beautifully.
    T.W.C.
    Total War Cynics
     
  4. Draxdevourer said:

    Default Re: U're too stunty for my hat!.. - Dwarves and ranged attacks from walls

    Quote Originally Posted by Reiksfart View Post
    They have angles and velocities wrong in the projectiles file.

    I have all gunners and other missile units firing effectively from walls, including dwarves, and not using very high arcs. But that is my still work in progress submod and not released yet to the public.
    Thank you for clearing that up!

    Could I possibly bother you for the location and exact name of the projectiles file, as well as the data-entry you have thus far found favorable in liu of the old broken one, please?

    If not, would it work to just copy the data for elvish archers for example, replacing any references to the dwarven faction?

    Byw, does the mod have a discussion thread or something to that effect where I would read up on what you plan to put into it? Will it be compatible with Giants "easy installation"?
     
  5. Draxdevourer said:

    Default Re: U're too stunty for my hat!.. - Dwarves and ranged attacks from walls

    Reiksfart, could I possibly bother you for a rundown of how the descr_projectile file works, or a link to a description of it please? ..or any others that happen to read this and know a bit about the subject.


    Looking through it I found entries for what seems to be weapons and ammunition type. Does Medieval 2 add or compare the two for actual in-game computing?

    Both the heavy and light crossbow have the same possible fireing angles as the bows (-75 to 75 degrees). However the projectile dwarf_crossbow_boltbs3 have a lower available angle (-60 to 40 degrees). Is this the troublemaker?

    The musket has only -60 to 40 degrees angle of fire, while projectile dwarf_bulletbs4 have -60 to 70 degrees. Are these the entries used by the Thunderers?

    I suppose I could try out different angles and just see what works, but how does velocity figure into this? Do the units only work properly within a certain range of velocity? I guess I should have a look at the vanilla file to see what the projectile weapons was set to there. I'm pretty sure both crossbows and blackpowder worked properly in vanilla.

    Thanks,

    Btw, shouldn't blackpowder rifles be far more accurate than bows and crossbows at medium to extreme range (with the difference being bigger the further the range), and pistols at close range?