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  #11  
Old September 28th, 2004, 04:53 PM

DeathDaemon DeathDaemon is offline
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Default Re: cho-ku-no mod precision changed please try aga

I think they are tough to use becuase of their accuracy, but since they fire a lot they have a better chance to hit big Groups and therefore the men will gain some experience quickly to a point where they will be effective. Friendly fire is probably acceptable as most of the units in T'ien Ch'i are not something you need to worry about losing.
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  #12  
Old September 29th, 2004, 03:15 AM
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Default Re: cho-ku-no mod precision changed please try aga

Quote:
Horst F. JENS said:
In one of the homepages of the cho-ku-no is speculation that indeed peasant boys were used for the weapon, but only to refill the arrow magazine.
What?

An auto-loader firing peasants ?


Sorry, couldn't resist


Downloaded the mod from Illwinter to have a look at it.
Is v0.1 the latest Version? There are some issues methinks:

Xbow attack (=prec) is 0. Unit prec is 3.
Shouldn't this be -5 and 10 resp. ??

While they are fired from a crossbow and have steel tips, they are too low-powered to be armor-piercing (in reality).
Game-wise, DAM 8AP is just too much for a weapon with lousy damage. Better make that 8 standard.

Would be nice if we could add poison damage one day ...
Maybe setting a number of attacks for a weapon will then work as well...
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  #13  
Old September 29th, 2004, 03:38 AM

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Default Re: cho-ku-no mod precision changed please try aga

The latest Version is in the attachment up a couple Posts
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  #14  
Old September 29th, 2004, 06:16 AM
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Default Re: cho-ku-no mod precision changed please try aga

Ok, had a look at it (298842-cho-ku-noV0_2.zip)

It still says "#Version 0.1", by the way ..

The bolts are still "#armorpiercing", what makes them way too strong IMHO.

"#mapmove 1" is too low. The other units with #armor "Full Leather Armor" / #armor "Helmet" have a map move of 2.

"#ap 9" is too low, too, as it will be reduced further by encumbrance. Haven't tested, but I think they'll end up with tac move of 5 or something, en par with the heaviest ulmish infantry. And wouldn't be able to retreat without being run down, ever.
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  #15  
Old October 11th, 2004, 04:38 PM
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Horst F. JENS Horst F. JENS is offline
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Default new Version 1.3 , please playtest before i upload

first, thanks for all your effort and input. I just guessed much of the values (or thinked nothing at all) and take your critiq very serious. Special thankx to Editr (JonPickens) for his long email and suggestion of the coral weapon. I would love to hear your comments before i send the mod to illwinter.

whats new on Version 1.3 ?

# Version Number
# Chu-ko-nu Men with 2 shoot, each damage 4 and weak poison damgae (dam5)
# heavy Chu-ko-nu crew (Commander) with ballista-like weapon, fires 3 shoot, each damage 10 armorpiercing.
# better graphics
#lot of small changes

my questions:
have you suggestions for unit price / resource cost ?
Is there a way to mod the castle defense bonus ?
Do you think i should replace the pike from the heavy1
chu-ko-nu crew and instead go for 4 shoot / no melee weapon ?
Do you think i should make also an better protected elite chu-ko-nu men with prot 13, res 20 for anti-archer role ?
Shall i replace the defense forces with chu-ko-nu men ?
Attached Files
File Type: zip 302312-chukonu_V_1_3.zip (11.0 KB, 82 views)
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