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Old May 25th, 2005, 12:28 AM
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Default Re: Infantry Balance Mod

Quote:
FrankTrollman said:
Question: in order to do this, it looks like you went through and figured out what al the weapon numbers corresponded to. Any chance that list is stored somewhere?

And another question: If you give a unit a weapon like "fire flies", does it actually shoot out a pile of those dinky little fires, or does it try to wield them as a melee weapon somehow? And if the former, how much ammo does it have?

-Frank
I wrote down (with much help from others) the equipment IDs when I started on the Combat Simulator. You can search the forums for that thread... or just download Edi's Weapon and Armor Database, available at Arryn's site among others. I used Edi's compilation when making the mod because it is much more complete and up-to-date than the list I had made previously (listing all the weapon effects and so forth).

Fire Flies (like all spells) cannot specifically be given as a weapon, although multi-shot ranged weapons can be created, and it may be possible to replicate Fire Flies with a cleverly-designed weapon. Ammo can be modded, and ranged weapons are only used ranged, never in melee. A unit without a melee weapon will have "fist" or "claw" by default. Download Illwinter's mod manual for more info. BTW, also remember that ranged weapons do not cause fatigue.


Quote:
Ironhawk said:
PDF, how can you suggest to anyone that Arbalests be used? Ever? Thier rate of fire is so terrible as to make them usless. Unless thier accuracy or ROF has changed in the latest version of the mod?
ROF and accuracy unchanged. However, they are now shield-negating (and 12 damage). I'm not entirely certain how projectiles and shields work - for example, if a person has no shield, is there a 100% chance of a projectile hitting, or a 45.7% chance (0 attack versus 0 defense)? I *assume* it is the latter but I'm not sure.


Stats:

Xbow: 10ap damage, rate 0.5, range 32.
Arbalest: 12ap damage, rate 0.333, range 45.


Hitrate versus a 2-defense shield (like a round shield):
Xbow: 30.2%.
Arbalest: 45.7% or maybe 100%.


Hitrate versus a 3-defense shield (like a kite shield):
Xbow: 24.7%.
Arbalest: 45.7% or maybe 100%.


Hitrate versus a 4-defense shield (like a tower shield):
Xbow: 18.4%.
Arbalest: 45.7% or maybe 100%.

Source: http://www.shrapnelcommunity.com/thr...=&sb=5&o=&vc=1

So against shielded enemies, modded arbalests are always far better than crossbows by virtue of the greater damage and range; their high hitrate always more than makes up for the lower firing rate. The only weakness of modded arbalestiers is the high rcost.
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