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Thread: Odd behavior between Magic Missiles and Ranged Attacks

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  1. #1

    Default Odd behavior between Magic Missiles and Ranged Attacks

    So I've been poking at a mod to give caster heroes and lords a minor ranged attack (so they don't just wind up standing around on the backline after the mana runs out), but I've run into a bit of a problem with the behavior of magic-missile type spells. Essentially, what happens is that when a hero uses a magic missile, it greatly increases their ranged attack speed, and occasionally overwrites their weapon's projectiles with the missile. None of the other spell types appear to be a problem though.

    I've poked around the projectile and special effect tables a bit, but I've yet to find anything that I can change to make ranged attacks and magic missiles co-exist, and I'm beginning to think the only solution will be to disable all magic-missile spells (which would suck) or ditch the mod entirely (which would really suck).

    So any advice?

  2. #2
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Odd behavior between Magic Missiles and Ranged Attacks

    I'm pretty sure you can add numerous projectiles to specific missile weapons, such as heavy/flame/whilsting arrows to a longbow.
    You could try doing this, but with magical fireballs or whatever (if you haven't already tried this).
    So something along the lines of projectiles_tables, missile_weapons and I think its called something like projectiles_to_missile_weapons_table.

    You might need to create UI and text file directories though. I don't even know whether vanilla archer units can change their ammo type, so it might not be possible with Warhammer.



  3. #3

    Default Re: Odd behavior between Magic Missiles and Ranged Attacks

    The problem isn't adding the ranged weapon or projectiles, that works fine. I've already added a smaller fireball projectile, and successfully given it to caster heroes and lords. (though for testing I usually just give them a Trollhammer torpedo launcher, to reduce the variables)

    The problem is that when the hero or lord casts a magic missile type spell, it breaks their ranged attack.

    Or did I miss your point and you're suggesting replacing magic-missile spells with a toggle-projectile-type ability?

  4. #4

    Default Re: Odd behavior between Magic Missiles and Ranged Attacks

    I've been poking at this some more, and have a few solutions.

    One thing I'm trying is converting all magic-missile spells to bombardments. The problem I'm running into with this is accuracy, even with the projectile speed turned up, a bombardment using unit-only targeting won't hit its target. If anyone can suggest a way to make a bombardment home in on its target, I'd appreciate it.

    The second solution I'm looking at is replacing the magic-missile spells with the auto-ranged-attack, converting all the projectiles and replacing the talents with buffs to the autoattack. The problem with this is that I can't think of any way to replace the pick-off functionality of the missile spell without making the autoattack overpowered.

    Any advice would be appreciated.

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