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October 15th, 2006, 06:46 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: New Mod: Blood Elves
Also, blood elf forts (if they are used by a human at least) would be impossible to capture (oh look, i get a 1000 castle defence bonus from a 140 gold unit)
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October 15th, 2006, 07:22 PM
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Captain
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Join Date: Feb 2005
Posts: 867
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Re: New Mod: Blood Elves
I removed the defense bonus(its broken). You must be using an older version.
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October 16th, 2006, 12:52 AM
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Captain
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Join Date: Feb 2005
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Re: New Mod: Blood Elves
Unless there are problems, this will be the last update for this mod until the patch.
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November 4th, 2006, 03:16 AM
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Captain
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Join Date: Feb 2005
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Re: New Mod: Blood Elves
New version 0.18
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November 4th, 2006, 07:19 PM
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Sergeant
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Join Date: Jan 2004
Location: athens, georgia
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Re: New Mod: Blood Elves
Awesome Mod, Amos. Very well done.
__________________
--Uh-Nu-Buh, Fire/Death
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November 6th, 2006, 03:27 PM
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Corporal
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Join Date: Feb 2004
Location: netherlands
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Re: New Mod: Blood Elves
Hey Amos,
looks like the Alfar Bow has precision 20 and no rcost, is that on purpose?
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November 7th, 2006, 08:26 AM
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Captain
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Re: New Mod: Blood Elves
Nope, missed it. The change is negligible anyway, but quick fix uploaded.
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November 7th, 2006, 12:19 PM
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Corporal
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Join Date: Feb 2004
Location: netherlands
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Re: New Mod: Blood Elves
OK i see the fix. But precision = 20 is intented? It means that the archer is shooting with like precision 32 (just asking, might well be intentional)
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. But I'll go back to that
However, great mod this one!
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November 7th, 2006, 12:33 PM
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Captain
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Join Date: Feb 2005
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Re: New Mod: Blood Elves
Quote:
But precision = 20 is intented? It means that the archer is shooting with like precision 32
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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.
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There is not much room for error in armor modding so its a bug.
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November 7th, 2006, 01:01 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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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
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It is intentional. And while they are quite accurate, the archers are crap against armored opponents.
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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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