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April 14, 2015, 04:44 PM
#1
Archers and Volly fire
So my question is what makes some archers fire in volleys and others just fire mixed.
heres an example, English longbowmen will fire in volleys, all cocking the bow, aiming, and firing at almost the same time, within at least 0.2sec of each other, to form a volley, this is in turn enhanced by the slower velocity the bodkin arrows have, so the archers aim high arching their shots. (Crossbow bolts go strait to give a reference)
Now in turn a unit of peasant archers will fire almost randomly uncontrolled, to whittle the enemy with arrows instead of delivering a deadly volley. This i feel is representing their lack of skill and control in the battle very well, they are eager maybe scared. (we all know the scene from Lord of the rings where the peasant archers kills the Uruk at helms deep, before the kings orders)
with that said i do how ever like the peasants way of firing more than volley fire, and would like to change the longbowmen and other archers that use volley fire, to the way peasants fire, lets call it "free fire"
I my self have testing everything i can think off editing the .txt files over and over, testing if it was the arrow type that determined the way they fire, their metal stat "morale and training", and everything else, but to no avail they still continue to volley fire.
So i ask here, anyone know or have any idea as to what i need to edit to change the way archers loose their arrows?
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April 15, 2015, 07:34 PM
#2
Re: Archers and Volly fire
I don't know, but I imagine its more to do with one being a skirmisher and the other a missileer. I'm not sure how much you can change, where you'd change it, or why, but this provides you with some more information about skirmishers, and missileers which may have led you to assume some things which aren't attributed to these animations.
http://www.stainless-steel-mod.com/RR_RC_Guide_2.html
Like, most professional foot archers are 'missileers'. They are trained to fight behind friendly units. they have a longer arc, longer range, less damage, and a faster rate of fire. Skirmishers on the other hand are normally local troops. They have a small bonus to damage as they fire heavier rounds in a direct arc, but they are less able to fire over other units, have a shorter range, and have a slower rate of fire.
In general most the good archers are missileers, but having some good local skirmisher archers can work out. They are played differently though. Deployed on the front lines, moving to the flanks, and even running into melee. They play more like weak javelins with lots of ammo.
Last edited by teks; April 15, 2015 at 07:37 PM.
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April 16, 2015, 10:08 AM
#3
Re: Archers and Volly fire
have you tried changing the animation in EDU ? (simply go to longbowmen and overwrite "soldier Longbowmen" with "soldier Peasant_Archers" and Longbowmen should shoot like peasant archers, if this dosent work i think skeletons.txt and battle_models are the files you need to look into
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April 17, 2015, 03:04 AM
#4
Re: Archers and Volly fire
No i haven't tried any of that, as i have no experience in editing anything about models or the like, Where do i find the EDU? as the only file i can find is call "battle_models_edu" and contain nothing of the sorts of normal unit names.
Found something called a banzai_mount_war_wagon, in the file though which i wonder what that was intended for.
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April 18, 2015, 06:09 PM
#5
Foederatus
Re: Archers and Volly fire
EDU = export_descr_unit, can be found at: SS6.3\data, the bit in red is what you're looking for, im not sure which one will do the trick tho, or if it will work at all.
type Longbowmen
dictionary Longbowmen ; Longbowmen, l
category infantry
class missile
voice_type Light
banner faction main_missile
banner holy crusade
soldier LONGBOWMEN, 100, 0, 0.75
officer northern_captain
attributes sea_faring, hide_forest, extreme_range, can_withdraw, foot_archers, stakes, stakes, mercenary_unit, free_upkeep_unit
formation 1.2, 1.2, 1.8, 1.8, 4, square
stat_health 1, 2
stat_pri 5, 1, quality_mass_bodkin_arrow, 200, 30, missile, missile_mechanical, piercing, none, 0, 1
stat_pri_attr area
stat_sec 1, 1, no, 0, 0, melee, melee_blade, blunt, mace, 60, 1
stat_sec_attr ap
stat_pri_armour 0, 4, 2, flesh
stat_sec_armour 0, 0, flesh
stat_heat 3
stat_ground 1, -1, 3, 1
stat_mental 11, normal, untrained
stat_charge_dist 6
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 705, 225, 65, 50, 720, 4, 140
armour_ug_levels 0, 1, 4
armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2
ownership all; england, slave
era 1 england
era 2 england
recruit_priority_offset 25
Last edited by AKDeath; April 18, 2015 at 06:20 PM.
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April 20, 2015, 04:23 AM
#6
Re: Archers and Volly fire
yet it works perfectly, just tested it, this is how it should look after changes
type Longbowmen
dictionary Longbowmen ; Longbowmen, l
category infantry
class missile
voice_type Light
banner faction main_missile
banner holy crusade
soldier Peasant_Archers, 60, 0, 0.75
officer northern_captain
attributes sea_faring, hide_forest, extreme_range, can_withdraw, foot_archers, stakes, stakes, mercenary_unit, free_upkeep_unit
formation 1.2, 1.2, 1.8, 1.8, 4, square
stat_health 1, 2
stat_pri 5, 1, quality_mass_bodkin_arrow, 190, 30, missile, missile_mechanical, piercing, none, 0, 1
stat_pri_attr area
stat_sec 1, 1, no, 0, 0, melee, melee_blade, blunt, mace, 60, 1
stat_sec_attr ap
stat_pri_armour 0, 4, 2, flesh
stat_sec_armour 0, 0, flesh
stat_heat 3
stat_ground 1, -1, 3, 1
stat_mental 11, normal, untrained
stat_charge_dist 6
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 705, 225, 65, 50, 720, 4, 140
armour_ug_levels 0, 1, 4
armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2
ownership all; england, slave
era 1 england
era 2 england
recruit_priority_offset 25
the class does not need to be edited
Last edited by Dekhatres; April 20, 2015 at 04:25 AM.
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April 20, 2015, 04:58 AM
#7
Re: Archers and Volly fire
Ahh yeah it works, That was just what i was looking for. Thanks for the help here.
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