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  #1  
Old November 7th, 2006, 12:33 PM
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Default Re: New Mod: Blood Elves

Quote:
But precision = 20 is intented? It means that the archer is shooting with like precision 32
It is intentional. And while they are quite accurate, the archers are crap against armored opponents.

Quote:
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.
There is not much room for error in armor modding so its a bug.
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  #2  
Old November 7th, 2006, 01:01 PM
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Default Re: New Mod: Blood Elves

Quote:
Amos said:
Quote:
But precision = 20 is intented? It means that the archer is shooting with like precision 32
It is intentional. And while they are quite accurate, the archers are crap against armored opponents.
Their missiles will always hit at range 25 or less. ALWAYS. Whatever square they choose to target, they hit. And even at range 50, the arrows won't deviate more than 1.16 squares. They will probably deviate less.

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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  #3  
Old November 7th, 2006, 02:06 PM
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Default Re: New Mod: Blood Elves

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Their missiles will always hit at range 25 or less. ALWAYS. Whatever square they choose to target, they hit.
That hasnt been my experience. They miss, a lot. I beat them with Nephilim (light armored if at all). So they are accurate, as the elven archers should be (when did you ever see or read about an elf missing with a bow), but they are far from unbeatable. If I were to change the accuracy it would be unthematic and IMHO unneeded. But if you dont like it fell free to modify.
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  #4  
Old December 14th, 2006, 10:18 PM
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Default Re: New Mod: Blood Elves

Version 0.19

Minor graphical changes(ex. Lord Deceiver had a wrong sword). Blood Chalice got 50 regen. Deceiver got a bow(Deceiver's Sting) instead of Vision's Foe which is a crossbow.
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  #5  
Old February 6th, 2007, 02:59 PM
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Default Re: New Mod: Blood Elves

Flytrap's #castledef lowered to 10.
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  #6  
Old February 16th, 2007, 04:13 PM
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Default Re: New Mod: Blood Elves

I really like this mod. I'm a little curious why the Vermillon commander disobeys orders and always charges to his death... maybe he's very anxious to get turned into a tree? Changing into trees after death is very cool, especially after reading Orson Scott Card's Speaker for the Dead.
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  #7  
Old February 16th, 2007, 06:27 PM
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Default Re: New Mod: Blood Elves

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I'm a little curious why the Vermillon commander disobeys orders and always charges to his death...
Its a bug.
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  #8  
Old April 1st, 2007, 10:33 PM
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Default Re: New Mod: Blood Elves

I'm gonna give this Mod a whirl this week... looking forward to it. Jurri and I are gonna try an all-Amos-mod duel.
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  #9  
Old April 3rd, 2007, 10:34 AM
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Default Re: New Mod: Blood Elves

Version 0.23

Another attempt at balance:

-Archer and Light Rider prices raised;
-Some other prices lowered (Grotesque and Blood Chalice significantly).
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  #10  
Old April 3rd, 2007, 02:38 PM
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Default Re: New Mod: Blood Elves

Version 0.24

Found many small errors in description as well as in function.
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