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July 22nd, 2011, 01:04 PM
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Sergeant
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Join Date: Jan 2010
Location: Michigan
Posts: 251
Thanks: 14
Thanked 13 Times in 8 Posts
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Re: Balance mod project
That's a fair point about crossbows. But, to me slings and bows share a similar atavistic quality that crossbows just don't. Perhaps I am wrong, I suspect the same is true for many others. Though, if the human mind was somehow wired to greatly close the gap between the gap in learning curves between slings and bows, bows may still hold the edge in popularity for other reasons. I myself would likely be a sling man. I certainly tried and will likely do so again.
My understanding on spinning sling stones though was that the oblong ones spun with the axis along the direction of flight. I don't know how this was accomplished, if it is 100% reliable information, or if other sling stones spun as well.
But, not all arrows are fletched to spin. I've seen Native American arrows in a museum with what looked to me to be an attempt at helical fletching while plenty of modern arrows have straight. A properly tuned arrow should fly pretty straight regardless. I have no idea what was more common on ancient battlefields. But, I shared the same conclusion as you that sling stones should not penetrate as well as arrows.
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July 22nd, 2011, 08:35 PM
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Corporal
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Join Date: May 2011
Posts: 103
Thanks: 17
Thanked 24 Times in 17 Posts
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Re: Balance mod project
Yeah, with a sling bullet, it has its own momentum, and that's it.
With long bows, at the point of penetration, behind the head you've got a great big long shaft pushing the head forward. I suspect the depth of penetration is proportional to the momentum of the shaft.
There are other factors affecting penetration too, like the shape of the head.
Also, the rigidity of shaft affects penetration. Comparing crossbows to long bows, the shaft is not nearly as long, but it is more rigid,
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July 23rd, 2011, 07:27 AM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
Thanked 13 Times in 8 Posts
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Re: Balance mod project
I'm almost done! Just need a banner, and tweak a few things and I'll be ready to publish this.
I did run into very strange trouble though. I turned the Yari into a regular spear used two handed (because it is). Damage 5, attack 1, range 4, and I gave this weapon to all the poor bastard militia who only have a spear and no shield. It won't make much diff, but there is no way people with no shield would use a spear one handed.
Anyway, for some reason the mechanic that gives Jomon Ashigaru with the "religious zeal" random event got corrupted. How strange. Does anybody know how that thing is handled?
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July 26th, 2011, 06:17 AM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
Thanked 13 Times in 8 Posts
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Re: Balance mod project
Can you guys help me figure out all the troops that are armed just with a spear (no shield, no second weapon).
I have:
* basic militia
* C'tis militia
* Slave (Mictlan)
* Atlantian Militia (Coral spear)
* Raptor
* Spire Horn Warrior (Ice Lance)
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July 26th, 2011, 07:27 AM
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Lieutenant Colonel
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Join Date: Jun 2011
Location: Switzerland
Posts: 1,398
Thanks: 64
Thanked 30 Times in 27 Posts
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Re: Balance mod project
Scout also and prolly some raised undeads ?
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July 26th, 2011, 10:24 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: Balance mod project
Yeah I think the "classical" scout has just a spear. Arco uses this scout.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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July 26th, 2011, 01:59 PM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
Thanked 13 Times in 8 Posts
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Re: Balance mod project
Thanks guys.
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July 27th, 2011, 11:11 AM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
Thanked 13 Times in 8 Posts
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Re: Balance mod project
Jesus how many units the game has who just have a one-handed-spear, and nothing in the other hand. Not only that, but they have all sorts of nationals like basalt spears and fomori bronze spears.
I'm using weapon numbers from 690 upwards. I hope this range is free. Now is a good time to suggest another range if that is already in use.
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July 27th, 2011, 03:15 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Balance mod project
I have many of the popular mods on my server.
I went to the mods directory and did a
grep unit *.dm |grep 690
and got nothing. I also tried 691 and 695
But isnt that in range of what is in the game already?
A numbre of mods use the 16xx area. Particularly the CBM mods. But it seems (so far) to quit at 1679. That might work if you use 1695 and up.
__________________
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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July 27th, 2011, 04:28 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Balance mod project
You REALLY need to be using Edi's database for this kind of problem. A slightly out-of-date version (but will be fine for this) is here (I am pretty sure he has released a more recent version but I failed to find it in 30 seconds):
http://forum.shrapnelgames.com/showthread.php?t=42819
Also you may be interested in Sombre's Mod Compatibility database - see here (and follow the first download link):
http://z7.invisionfree.com/Dom3mods/...?showtopic=317
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