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I figured out what you were experiencing, and it was not machinegun fire, it was fire at will enabled. You see, with that enabled, not everyone in the a unit fires at the same time. So, if there are 50 guys in a crossbow unit, then with "fire-at-will" turned on, 3-6 guys will fire off their first shot, and begin reloading. In the meantime, another 3-6 guys will fire their shots, and begin reloading. This continues until that first group is ready to fire again, and when they are, the other last groupd of guys are just now firing off their shots, so it LOOKS like continuous machinegun fire, but it really isnt.if you turn off "Fire-at-will", and wait for an enemy to fully be in range, then give the command to fire, they will all do it at the same time, then you will see that, when the whole unit fires at the same time, they then all reload for 5-6 seconds, and then fire again.
If you read the description, you will notice that bolts(crossbow ammo) and arrows(bow ammo) also travel faster. bolts travel at a speed of 80, up from 45, and arrows travel at 70. equivelant changes have been made to bullets, for rifles and pistols. So yes, the amoo travels faster, almost double, but they certainly DO NOT fire round after round.
RELOAD TIME has only been decreased by as much as 2 seconds, so an 8 second reload time for crossbows would be reduced to 6 seconds. Tested, and working perfectly.
However, arrows already have a further range than bolts. In Vanilla, a bow and arrow unit typically has a range of 160, and an equivelant crossbow unit would have 120. I have increased the ranges of these units by either +10, +15, or +20, which is not very much.
For example, overhaul mods that very large, like Steel Faith, or radious. Those mods are huge, and edit a crap ton of tables, so be sure to research and learn everything a mod does to ensure that the ones you have, or want, do not conflict with each other.
Did you make sure to let your launcher update the mod before starting the game? Because, like I said, I've updated the mod that only brings the reload time from 8 second to 6 seconds. so, if thats not the case with you, then there is something wrong on your end. Perhaps you have a mod that is conflicting with Brutal Battles & Action Combat, because if you have any mods that edit projectiles_tables, then it will for sure mess with this mod.
I don't know what's the matter, but the archers shoot like machine guns, without interruption
Yes, there was a mistake with the first upload, but I've updated and fixed the issue. Apparently, the reload speeds were cut in half from there original values, but they are back to my original edits. Look in the description that talks about a reload time of 8 being reduced to 6. Also, running speeds and charge speeds have been adjusted to catch up to the increased velocity of projectiles, but not so much that they outrun the arrows. On average a regular speed infantry unit can outrun about 35% of the arrows, but the rest will still hit. faster units can dodge as much as 75%- 90% depending. Like fell bats of the vampires can probably outrun 90% since they fly pretty dang fast. something like dark elf corsairs can outrun 50%-60% ish, and well cavalry is somewhere inbetween.
Again, if you don't want battles to naturally progess 35% faster, then Brutal Battles is your mod. His mod does not change the wait time between attacks, so when armies are engaged in a melee, you will still see some guys that just stand around at times. However, he does make changes to the initial clashes of units, making them colide with a much better looking splash.