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  #41  
Old October 15th, 2006, 06:46 PM

Shovah32 Shovah32 is offline
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Default 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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  #42  
Old October 15th, 2006, 07:22 PM
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Default Re: New Mod: Blood Elves

I removed the defense bonus(its broken). You must be using an older version.
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  #43  
Old October 16th, 2006, 12:52 AM
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Default 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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  #44  
Old November 4th, 2006, 03:16 AM
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Default Re: New Mod: Blood Elves

New version 0.18
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  #45  
Old November 4th, 2006, 07:19 PM
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Default Re: New Mod: Blood Elves

Awesome Mod, Amos. Very well done.
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  #46  
Old November 6th, 2006, 03:27 PM

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Default 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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  #47  
Old November 7th, 2006, 08:26 AM
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Default Re: New Mod: Blood Elves

Nope, missed it. The change is negligible anyway, but quick fix uploaded.
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  #48  
Old November 7th, 2006, 12:19 PM

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Default 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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  #49  
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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  #50  
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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