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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2870392326
I did some digging in your code, and the value for warp lightning cannon projectile spread is set to 3, where normal warp lightning cannon spread is 0. I assume this was to make use of the extra projectile (instead of just doubling the damage allow it to hit additional models) which is sound. However, the value of 3 is probably too high, as setting it to 1 allowed me to start hitting towers consistently. I am not sure what the proper value should be (as I am barely even a novice), but this should give you a head start.
Thanks for the mod! I could never have made this, and it was driving me crazy that the warp lightning cannon did not have a spot in the forbidden workshop!
E.g. - Jezzails lock and the Ghillie suit version unlocks instead once you have the upgrade, or a scope with the respective upgrade. Then you would have that version lock and have a new version with both changes once you have both upgrades.
Don't expect you to do this whatosever, just thinking out loud about it, idk maybe I'll use it as reference or someone else will in the future if they look at this page, but I think the concept itself is cool.
And to clarify when I mentioned them not hitting,the projectiles just passed through units straight through without damaging them. That or they would aim not at the unit.
And thank you so much for doing this! I was away from TW2 for a while and your mod's one of the thing that got me back to trying out the warp-coccaine rats again
When the final upgrade for the warp cannon is used I found that the doubled number of projectiles actually would not hit most of the time, or when it does hit it barely damages the units that it would have mulched previously. Is this expected or a bug?
Same goes for the plagueclaw catapult. Cheers for the work, and thanks for the addition!
Great mod, though.