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Re: New Mod: Blood Elves
Also, blood elf forts (if they are used by a human at least) would be impossible to capture (oh look, i get a 1000 castle defence bonus from a 140 gold unit)
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Re: New Mod: Blood Elves
I removed the defense bonus(its broken). You must be using an older version.
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Re: New Mod: Blood Elves
Unless there are problems, this will be the last update for this mod until the patch.
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Re: New Mod: Blood Elves
New version 0.18
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Re: New Mod: Blood Elves
Awesome Mod, Amos. Very well done.
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Re: New Mod: Blood Elves
Hey Amos,
looks like the Alfar Bow has precision 20 and no rcost, is that on purpose? |
Re: New Mod: Blood Elves
Nope, missed it. The change is negligible anyway, but quick fix uploaded.
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Re: New Mod: Blood Elves
OK i see the fix. But precision = 20 is intented? It means that the archer is shooting with like precision 32 (just asking, might well be intentional)
And btw I checked head armour in this mod, it gives half value as you claim (e.g. 36 --> 18), however if I check a modded helm in a mod i made, that one behaves correctly... (21 --> 21) And apart for the specific values used, my code looks the same as yours. But I'll go back to that However, great mod this one! |
Re: New Mod: Blood Elves
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Re: New Mod: Blood Elves
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Formulas: Precision over 10 is counted as twice as big, so prec 32 is counted as 54 in the formulas. Range before deviation: Prec/2 - 2 = 54 / 2 -2 = 27-5 = 25 Maximum amount of deviation is (range * 1.25 /Prec). So the range, e.g. 50, is multiplied by 0.023. That high precision is very extreme in Dominions statistics. It could cause weird things, like 100 bowmen targetting the same square and more than half of them hitting the one square. Using bows with prec 5 (and archers with prec 12) would allow deviation at range 12 or more, and the maximum amount of deviation would be (Range * 0,052) or about (Range/20). Maximum of two squares at range 40, maximum of one at range 20. That's STILL very good. Your is just extreme. |
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