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Showing results 1 to 21 of 21
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Posts Made By:
wombatsSAR
Forum:
Scenarios, Maps & Mods
April 17th, 2005, 09:42 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,914
Posted By
wombatsSAR
Re: Overpriced commanders
I don't understand why a crossbow suddenly needs a scope to fire at distant targets. The quarrel arcs out into the air, just an arrow, just as bullet. As for ranges, Payne-Gallway has fired one to...
Forum:
Scenarios, Maps & Mods
April 17th, 2005, 09:07 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,914
Posted By
wombatsSAR
Re: Overpriced commanders
Where does this idea come from? I'm really puzzled by it. Given that the quarrel was an aerodynamically efficient projectile, it's going to have better ballistic characteristics than an arrow. The...
Forum:
Scenarios, Maps & Mods
April 17th, 2005, 08:55 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,914
Posted By
wombatsSAR
Re: Bugs to be fixed...
hmmm, that would contradict what Payne-Gallway has claimed for his experience in actually firing some bows from around that time, in terms of range. I do realize that medieval metallurgy was no...
Forum:
Scenarios, Maps & Mods
April 17th, 2005, 08:32 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,914
Posted By
wombatsSAR
Re: Bugs to be fixed...
Could you toss the source for this quote at me? I know I've read it as well but can't recall where now. As regards to penetration, I do remember someone else claiming that a sling could cause...
Forum:
Scenarios, Maps & Mods
April 5th, 2005, 02:41 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,914
Posted By
wombatsSAR
Re: Bugs to be fixed...
The whole reason for me posting was to weigh in was because various comments that desired a sim approach. I felt that some of the suggestions for the sim side were not accurately describing various...
Forum:
Scenarios, Maps & Mods
April 5th, 2005, 02:41 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,914
Posted By
wombatsSAR
Re: Bugs to be fixed... (painlessly short)
Which is only relevant if the applied force is the same. It is much, much higher in the xbow, hence the need for very stout bolts.
Yes, they are. Acceleration is a squared term. Friction is...
Forum:
Scenarios, Maps & Mods
April 4th, 2005, 11:28 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,914
Posted By
wombatsSAR
Re: Bugs to be fixed... (painlessly short)
One last post before my brain explodes.
Arralen, you might be confusing the aerodynamic efficiency of the arrow with the energetic efficiency of the bow. Hardy's book has values of around 80%+...
Forum:
Scenarios, Maps & Mods
April 4th, 2005, 11:18 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,914
Posted By
wombatsSAR
Re: Bugs to be fixed... (LONG)
Sabercherry: "arrowdynamics"
Thanks, great pun http://forum.shrapnelgames.com/images/smilies/happy.gif
I used to have:
"Incorrigable punster.
Please do not incorrige."
as my sig.
Forum:
Scenarios, Maps & Mods
April 4th, 2005, 10:46 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,914
Posted By
wombatsSAR
Re: Bugs to be fixed... (LONG)
Old question re: age of longbows
From Hardy's book, Longbow - arrow heads date back to 50,000 yo. However, bows don't preserve well. Cave drawings show "longbows" in scale but can the artists'...
Forum:
Scenarios, Maps & Mods
April 4th, 2005, 05:49 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,914
Posted By
wombatsSAR
Re: Bugs to be fixed... (LONG)
Ref: Scientific American January 1985 pg 104-110
examples: (from Payne-Gallway, actually) 85 g bolt shot 420 m from a 550 kg pull medieval crossbow. Longbows attained lengths of ~275 m. Article...
Forum:
Scenarios, Maps & Mods
April 4th, 2005, 05:07 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,914
Posted By
wombatsSAR
Re: Bugs to be fixed... (LONG)
re: English Longbowmen wheren't a chosen few -
I will dig up the refs for you. King Edward used less than 10% of those that came to serve when he went to Agincourt, iirc. But, as said, I will...
Forum:
Scenarios, Maps & Mods
April 4th, 2005, 03:41 PM
Replies:
255
Recruitable Unit Rebalance Version 7.51 Released.
Views:
30,914
Posted By
wombatsSAR
Re: Bugs to be fixed... (LONG)
Always good to leap into the fray very late in the process... (and this is going to be LONG)
First comment, remember that this is a game, not a sim. While many of us would like it to be one (at...
Forum:
Dominions 2: The Ascension Wars
May 14th, 2004, 04:03 PM
Replies:
36
Equipment Stats List - For Modders
Views:
2,852
Posted By
wombatsSAR
Re: Equipment Stats List - For Modders
Pretty darn close, from what I can tell. I ran across only one missing ... something, that wasn't on the list. However, having had only one working neuron at the time, I failed to note any...
Forum:
Dominions 2: The Ascension Wars
May 10th, 2004, 07:07 PM
Replies:
39
SUGGESTION: AI troop building algorithm
Views:
3,921
Posted By
wombatsSAR
Re: SUGGESTION: AI troop building algorithm
From what I recall of the GalCiv AI (I was a beta on the OS/2 implementation - not that that means much of my understanding and programming skills), I believe that the basic module could be moved...
Forum:
Dominions 2: The Ascension Wars
May 10th, 2004, 06:40 PM
Replies:
114
Wish List
Views:
7,876
Posted By
wombatsSAR
Re: Wish List
One of the things I see lacking with the stealthy armies is some equivalence to an ambush. Sure, one can try to sneak some army around behind enemy lines and then pop-up and attack, but the attack...
Forum:
Dominions 2: The Ascension Wars
May 9th, 2004, 06:51 PM
Replies:
1
Leaders and leadership-suggestion
Views:
778
Posted By
wombatsSAR
Leaders and leadership-suggestion
(as usual - hope this isn't in a buried thread somewhere) One distinction I see lacking in the leadership is that a great general is not the same as a great leader. What I mean is that the current...
Forum:
Dominions 2: The Ascension Wars
May 9th, 2004, 12:03 AM
Replies:
44
Modding feedback wanted
Views:
13,546
Posted By
wombatsSAR
Re: Modding feedback wanted
One command I've not found is the equivalent of "air shield/missile shield". Right now, I've resorted to using "ethereal", which is mostly unsatisfactory.
And to add to the chorus, modding of...
Forum:
Dominions 2: The Ascension Wars
April 22nd, 2004, 04:48 PM
Replies:
2
Modding command - capitol only?
Views:
499
Posted By
wombatsSAR
Re: Modding command - capitol only?
urf. Thanks again. I think I do recall that now that you've told me. Hmm, this is going to get very messy.
Forum:
Dominions 2: The Ascension Wars
April 22nd, 2004, 03:14 PM
Replies:
2
Modding command - capitol only?
Views:
499
Posted By
wombatsSAR
Modding command - capitol only?
I will spare everyone the bad pun but I still need the command that is used to make units and commanders "capitol only" troops for the mod I'm crafting. I didn't see it in the mod manual nor have I...
Forum:
Dominions 2: The Ascension Wars
April 9th, 2004, 06:29 PM
Replies:
16
More Mac OSX problems
Views:
1,805
Posted By
wombatsSAR
Re: More Mac OSX problems
Umm, nevermind. I worked out my difficulty. However, am I allowed to whine that the modding.pdf file doesn't mention anything about going under the perferences menu and turning on the particular...
Forum:
Dominions 2: The Ascension Wars
April 8th, 2004, 04:28 AM
Replies:
16
More Mac OSX problems
Views:
1,805
Posted By
wombatsSAR
Re: More Mac OSX problems
Since this appears to be the OS X thread, can someone give me the proper instructions to the process of getting a mod to work ( (under OS X, just be absolutely clear)?
I've tried moving the hoburg...
Showing results 1 to 21 of 21
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