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  1. #1
    gdwitt's Avatar Semisalis
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    Default Need help improving town projectiles

    I've been asking questions with no answers in another forum.
    I want to experiment with the trajectory of certain missile units so they can fire over buildings in town battles.
    Currently, I can only get archer units to fire from bluffs or over the corner of a building chokepoing.

    Here is part of the thread:

    http://www.twcenter.net/forums/showthread.php?647355-Help-me-mod-garrisons-to-add-archers


    You can see that I have found that the max elevation factor in the projectiles folder does not seem to control this.

    Please message me if you have an answer as I don't get many answers here.

  2. #2
    crzyrndm's Avatar Artifex
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    Default Re: Need help improving town projectiles

    What specifically is the issue? You just want an explanation of the table, or is there something that needs resolving?

    Trajectory sight column:
    Each projectile is limited to either 0-45 or 45-90 degree launch angles. You cannot have a single projectile that can shoot both horizontally and vertically. Setting this column to be low, the maximum firing angle is 45 degrees, high, 45 is the minimum.

    Max Elevation:

    This is the maximum height a projectile can reach relative to the firing position. High numbers mean a greater vertical speed can be used

    Muzzle Velocity:
    The launch speed in m/s. -1 *might* mean the speed is adaptive, or it may just determine the minimum speed required to achieve the max range.

    Basically, if you want a unit that can fire close to straight up, you're going to need a second projectile for that unit with trajectory sight set to high and enough clearance on the max elevation to allow it to dissipate the launch speed.
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  3. #3
    gdwitt's Avatar Semisalis
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    Default Re: Need help improving town projectiles

    Thank you for replying.
    I am trying to find a way to get the slingers and javs on the walls of a city to actually fire at units at the gate.
    It seems to only work when they are directly over the gate.
    It would also be nice if the javs could throw over the boulders that CA likes to place in many barbarian towns.

    I see trajectory site in projectiles. It is set as low for all units. If this is the case, why can my archers fire over buildings, but not javs.

    Is there a mid-level trajectory for javs? They can certainly be thrown at an angle of 60 degrees.

    Overall, I want more utility for units that make the bulk of garrisons. It's frustrating that the projectile units are so useless, making garrisons unnecessarily weak.

  4. #4
    gdwitt's Avatar Semisalis
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    Default Re: Need help improving town projectiles

    I am very pleased with the results.
    When you put medium in that field, you get them to throw over buildings they are standing next to, except the 1st 2 rows right next to the building.
    When you put medium there they throw upwards at an angle of about 85degrees.
    It look very odd, but it's fun to watch them come down if you make the visual into a brick.
    Any other insights?

  5. #5
    gdwitt's Avatar Semisalis
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    Default Re: Need help improving town projectiles

    http://www.twcenter.net/forums/forum...ious-Total-War

    Test out my new mod in the link above.
    Mobs have two projectile types: small brick and big bricks.
    They are somewhat useful now.

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