iCourt wrote:I'll pull yumi stats tonight. My guess is they are designed identical to their explorers
No, they miss targets as well. And longbows seem to miss often because they shoot twice as fast too, so the effect is more visible with them, but longbows beat yumis (if they don't have buffs) in equal numbers.
FU yumi beats FU lbow np
krichk wrote: For some reason, you want the world to know that you're brave enough to challenge thebritish
iCourt wrote:I'll pull yumi stats tonight. My guess is they are designed identical to their explorers
No, they miss targets as well. And longbows seem to miss often because they shoot twice as fast too, so the effect is more visible with them, but longbows beat yumis (if they don't have buffs) in equal numbers.
FU yumi beats FU lbow np
god gave you eyes. School taught you how to read with them. You are gifted, please use this gift lol.
freedom yes, but there must also be maturity on the side of the community. For instance, if thebritish and Kaizer go at it in every single threat(which is pretty much the case) and if it is the general consensus that people dont care much for it(again, pretty much the case) then it is perfectly fine imo to improve the thread by deleting pointless posts from people who have proven themselves partially incapable of adding to the thread in a constructive way.
That being said it is interesting to observe that archers miss and muskets dont, but not very realistic. Historically muskets were among the least accurate weapons made, as opposed to crossbows which were VERY accurate. bows such as the longbow might have been inaccurate in unskilled hands, but in the hands of an experience archer they only lost their accuracy with range(at a much lesser degree than muskets) realistically muskets should miss at max range, along with bows, whereas i would argue crossbows and skirmishers should hit much more frequently.
xhuggels1 wrote:freedom yes, but there must also be maturity on the side of the community. For instance, if thebritish and Kaizer go at it in every single threat(which is pretty much the case) and if it is the general consensus that people dont care much for it(again, pretty much the case) then it is perfectly fine imo to improve the thread by deleting pointless posts from people who have proven themselves partially incapable of adding to the thread in a constructive way.
That being said it is interesting to observe that archers miss and muskets dont, but not very realistic. Historically muskets were among the least accurate weapons made, as opposed to crossbows which were VERY accurate. bows such as the longbow might have been inaccurate in unskilled hands, but in the hands of an experience archer they only lost their accuracy with range(at a much lesser degree than muskets) realistically muskets should miss at max range, along with bows, whereas i would argue crossbows and skirmishers should hit much more frequently.
There is a small handful of people that derail pretty much every single discussion on this board with their nonsense and I wouldn't be sad to see them go away.
On topic: Is any of this accuracy stuff feasibly moddable at all? I mean in theory you could just make it more like AoE2 where all projectiles are inaccurate vs moving targets until you get a tech that gives 100% accuracy, but that seems like something that would be coded in the engine of the game or something.
If I react to the bullshit thebritish says, it's because he's starting to seriously annoy me. He's acting like a know-it-all, though he doesn't know shit about the game. He's telling everywhere that he's a captain while we all know he's 2 lt at very most. He's even offensive to some people, and then acts as a victim. He's useless and annoying
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
on second thought just deleting posts seems wrong. hmmm, how about instead of deleting posts the admins rather move it into a separate spam section? that way freedom is preserved along with the integrity of the admins. just a thought.
aaaron3000, a tech like the 100% accuracy like in aoe2 is very OP imo. I would rather see everything have a 100% accuracy from the start than having everything miss until some tech is researched.
aaaron3000 wrote:On topic: Is any of this accuracy stuff feasibly moddable at all? I mean in theory you could just make it more like AoE2 where all projectiles are inaccurate vs moving targets until you get a tech that gives 100% accuracy, but that seems like something that would be coded in the engine of the game or something.
It's all easily "moddable". I just did some tests with it, and it's all very easy to change. You wouldn't see it done in ES-Patch, but I'm sure some UCEP would include this.
No it's actually in their tactics file. Every unit has this code and every unit is designed to miss. There are 3 ways to make a unit never miss. First option is removing the reduction code entirely. Second method is setting the reduction code to a value of 0. Finally adding the code <instantballistics>1</instantballistics> also makes units never miss, but also only allows them to have gunpowder projectiles. Instant ballistics is also why every gunpowder unit is 100% accurate, despite the code and several animations unused for them to miss.
Just somethings I was discovering while working on the new ESOC patch.
This overwrites both accuracy and accuracyreductionfactor. The instantballistics tag is technically not the same as accuracy, but just means to inflict damage instantly in case of an accurate shot. The game determines before the animation whether a shot will hit or miss its target.
Kaiserklein wrote:If I react to the bullshit thebritish says, it's because he's starting to seriously annoy me. He's acting like a know-it-all, though he doesn't know shit about the game. He's telling everywhere that he's a captain while we all know he's 2 lt at very most. He's even offensive to some people, and then acts as a victim. He's useless and annoying
-You are now offending me
-How i am offending others?
krichk wrote: For some reason, you want the world to know that you're brave enough to challenge thebritish
thebritish wrote:YOu said that half of my posts arent good. so the other half is definitely good. -And you cant complain that my posts are in bad quality when i have 400 more better posts than you atleast. Also, am really sure if all of your posts are really good too. -For example the posts which are in this topic from you.
That logic: half of my posts aren't good, so the other half is definitely good.
You derail every single thread on this forum, I sincerely believe this place would be better off without you.
thebritish wrote:YOu said that half of my posts arent good. so the other half is definitely good. -And you cant complain that my posts are in bad quality when i have 400 more better posts than you atleast. Also, am really sure if all of your posts are really good too. -For example the posts which are in this topic from you.
That logic: half of my posts aren't good, so the other half is definitely good.
You derail every single thread on this forum, I sincerely believe this place would be better off without you.
You are not the one who will decide that.
krichk wrote: For some reason, you want the world to know that you're brave enough to challenge thebritish
This overwrites both accuracy and accuracyreductionfactor. The instantballistics tag is technically not the same as accuracy, but just means to inflict damage instantly in case of an accurate shot. The game determines before the animation whether a shot will hit or miss its target.
Now I'm curious. What exactly makes muskets hit every shot despite the fact they have the accuracy reduction factor currently. Instant ballistics is the only culprit I've found for this and by removing it I can make all my units miss.
Hi, guys. So I did the test on yumi. The conditions were as follows: Yumi damage per volley shot = 50 ROF = 0.25 seconds damage multipliers for any target = 1 Target with 60.000 hp and no range resist, so it takes full 50 damage. Distance between the yumi and target (Tapir Target) = 10 small tiles I created a trigger for a 300 seconds countdown at the end of witch enters a second trigger. This one makes Player 1 (Japanese civ with that yumi) ally to Player 2 (Brits whom Target belongs to) - so yumi will stop the attack at 300s or 1200 shots. If the accuracy would be 100%, at the end of these 1.200 shots the Target must have 0 hp. The result: at the end of 300s countdown the Target had left 6.100 hp, this means that 10.166 % of the shots missed the Target. There you have it.
That seems a complicated way to calculate it but the results look convincing all the same
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
Kaiserklein wrote:That seems a complicated way to calculate it but the results look convincing all the same
We like complicated, complicated is GOODDDD!! Jokeing!! I wanted a high number of shots to be sure, but I hate to wait a long time, so this scenario had to be made. I will try longbow next.
Kaiserklein wrote:That seems a complicated way to calculate it but the results look convincing all the same
We like complicated, complicated is GOODDDD!! Jokeing!! I wanted a high number of shots to be sure, but I hate to wait a long time, so this scenario had to be made. I will try longbow next.
I'm pretty sure a unit sometimes misses its target if and only if it shoots with a bow. Except jap monks apparently
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..