I've been quite pleased with my modifications to the missiles and thought I'd share after seeing how popular mounted archers are. I won't mess with Mod:Switch just yet since it's really easy to do and works the same for both RTW and M2TW.
Stop now. Make a backup of descr_projectile_new (or descr_projectile for M2TW) and export_descr_unit.
We can do this a couple of ways. If you only want to give modded ranged weapons to one faction go to descr_projectile_new and copy paste the following:
The key to the operation is the accuracy_vs_units line. The lower the modifier the more accurate the missile is. The .03 is very accurate at extended ranges. You could toss in some more zeros before if you wanted perfect accuracy all the time, but it's strong enough already.
To make your units use the new projectiles go to export_descr_unit and just change the missile fired to the appropriate projectile in the stat_pri or stat_sec line.
So for Light Auxilia this :
Projectiles all have a range cap depending on their velocity. (At least in RTW they do - it seems to work in M2TW regardless of those silly physics ideas like gravity)
If you want super long range arrows (more than 180) you need to increase the velocity. The default for arrows is 48 and you can do 60 without noticing any difficulties, but the more you increase it the flatter your trajectories will be. Too much speed and your troops won't be able to fire over a rank of infantry in front of them. When you use the show_err switch the game will tell you if you exceed the maximum range of a velocity.
Make your changes to your faction and create new units if your faction shares troop types and you don't want to play against your new creations.
If you want the changes to be universal just copy paste the accuracy_vs_units modifier and appropriate velocity changes into arrow, fiery arrow, and javelin.
Siege missiles are the same principle, only with the "Area" modifier. Increasing this means each boulder will squash or burn a larger circle of men. The temptation with these is too high to use them to kill a city full of troops without ever breaching the walls, so I tend not to go nuts messing with siege gear.
Enjoy.
Time to fight! Time to die! Time to win!
Stop now. Make a backup of descr_projectile_new (or descr_projectile for M2TW) and export_descr_unit.
We can do this a couple of ways. If you only want to give modded ranged weapons to one faction go to descr_projectile_new and copy paste the following:
projectile roman_arrowYou can actually call your new missiles whatever you like, I just used the name of the intended recipient for lack of imagination.
;effect default_arrow_trail_set
effect_offset -1.5
damage 0
radius 0.1
accuracy_vs_units 0.03
min_angle -60
max_angle 70
velocity 48
display particle_trail
triangle
texture data/textures/arrow_test.tga
tail 0.3
length 2.5
tail_tex0 0 0.0
tail_tex1 0 0.25
head_tex 1 0.125
end
projectile roman_arrow_fiery
flaming roman_arrow
effect fiery_arrow_set
end_effect fiery_arrow_explosion_set
effect_offset -0.85
damage 0
radius 0.1
accuracy_vs_units 0.03
fiery
min_angle -60
max_angle 70
velocity 48
display aimed
triangle
texture data/textures/arrow_test.tga
tail 0.3
length 2.5
tail_tex0 0 0.0
tail_tex1 0 0.25
head_tex 1 0.125
end
projectile roman_javelin
damage 0
radius 0
accuracy_vs_units 0.03
min_angle -60
max_angle 70
velocity 48
display aimed invert_model_z
model data/models_missile/weapon_javelin_high.cas, 40
model data/models_missile/weapon_javelin_low.cas, max
The key to the operation is the accuracy_vs_units line. The lower the modifier the more accurate the missile is. The .03 is very accurate at extended ranges. You could toss in some more zeros before if you wanted perfect accuracy all the time, but it's strong enough already.
To make your units use the new projectiles go to export_descr_unit and just change the missile fired to the appropriate projectile in the stat_pri or stat_sec line.
So for Light Auxilia this :
stat_pri 7, 2, javelin, 50, 6, thrown, archery, piercing, spear, 25 ,1becomes
stat_pri_attr thrown
stat_pri 7, 2, roman_javelin, 50, 6, missile, archery, piercing, spear, 25 ,1And you get your new missiles. The number (50) immediately after the projectile is the range of the unit and after that is the ammunition per man. For thrown weapons the range is capped, if you set it higher it won't work. For more range on the thrown missiles you need to change "thrown" in stat_pri to "missile" and you need to remove the "thrown" modifier under stat_pri_attr. Set it to "no" for nothing, though I typically add "ap" for big fast moving sharp speary things that armor probably won't stop.
stat_pri_attr no
Projectiles all have a range cap depending on their velocity. (At least in RTW they do - it seems to work in M2TW regardless of those silly physics ideas like gravity)
If you want super long range arrows (more than 180) you need to increase the velocity. The default for arrows is 48 and you can do 60 without noticing any difficulties, but the more you increase it the flatter your trajectories will be. Too much speed and your troops won't be able to fire over a rank of infantry in front of them. When you use the show_err switch the game will tell you if you exceed the maximum range of a velocity.
Make your changes to your faction and create new units if your faction shares troop types and you don't want to play against your new creations.
If you want the changes to be universal just copy paste the accuracy_vs_units modifier and appropriate velocity changes into arrow, fiery arrow, and javelin.
Siege missiles are the same principle, only with the "Area" modifier. Increasing this means each boulder will squash or burn a larger circle of men. The temptation with these is too high to use them to kill a city full of troops without ever breaching the walls, so I tend not to go nuts messing with siege gear.
Enjoy.
Time to fight! Time to die! Time to win!
[This message has been edited by DrFuzzy (edited 05-24-2008 @ 05:04 PM).]