Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I don't know if you've also increased their loading times but that seems to be the cause of the issue; after two rows have fired their volley, the unit is locked in the reloading animation for far too long, until they inevitably get charged and I have to pull them out.
Does this mean I have to have FotS installed for it to work properly or maybe I'm missing something else?
In fact, today I think it is based on the line of sight of each individual unit, for both the "normal" and the "two rows only" mode, meaning that often more units can shoot than I wrote, especially if they are facing enemies at an angle or are on a mountain.
God I love TW with actual projectile simulation
Does it change how the units fire in "normal mode" (without any special abilities enabled?)
So in "normal mode" only the first line will fire and anyone behind will just stand and do nothing?
Good luck
the unit starts aiming when the horse is 30 Cm close to them,and only fires one shot
A tiny question though, this mod seems to work to all matchlock units, except for Ikko Ikki Matchlock Monk (?) >can't remeber the exact name . Is this intentional?
Once again, thanks a lot!!
Thank you very much again!
Alternatively you can try to change the format of MY mod into "movie" (file -> change pack type). This should THEORETICALLY solve your problem, but since CA games are bugged as hell, it doesn't always.
good luck mate
unfortunately this mod doesn't work for me as well... These mods you spoke about, uses db>projectile and db>unit_tables. But non of them seems to be working for the current patch (or something else). I took a look inside your mod. You changed the same db tables as everyone else.
Do you know a working mod for this, or is this type of mod just incompatible with unit mods such as AUM/Radious/... ?
i hope it works, if not, you gotta see for yourself, there are enough mods around like this.
it increases the range of all matchlocks to 150, but as a trade off, slightly decreases accuracy and maybe also reloading skill, i'm not sure anymore. The negative effect is pretty small tough, and I consider this mod balance-breaking, since the human player gets a huge advantage.
however I still played with both of these mods myself, so i'm not in position to judge....
however I can dig it out for you
Do you think, you could increase the firing range of all matchlock units up to 150 (same range as bow units)?
There is already a mod for this, but its not working for me. I already tried to mod those db tables by myself. I failed .... -.-'
hahaha^^
Most of people think that the Oda shooters only had 3 rows, which made them easy to change postion from fire to load.
Once again, I thank you for this mod, as it pretty much opened up for me to modding for Shogun 2. Plus to be quite frank, a slight boost in range for matchlock units are good, but not directly archer range. Too powerful if they have that distance to be honest. :D
Thanks! You have a great day as well.
well i already boosted the range of all matchlocks to archer range, and always use the port. tercos, so I don't really need this.
how can i expect you to spare the ai if i don't do it myself? hahah
have a nice day my friend :)
Those two special units on the left are from the AUM_SHO mod, both are matchlock units. One is called Arquebusiers Samurai which has superior range over regular matchlocks, and the other is a Christian Matchlock unit in which I edited to have superior stats such as accuracy and reload speed.
I modded those two units to have supression fire and kneel fire as well. :D
just promise me to not slaughter the ai too much
may I ask what's the name of the two special units on the left? they look intersting
It actually works pretty well indeed, just a bit overpowered when stacked with "rapid volley." I haven't seen any glitched yet to be noted.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=314367637
it's been i while since i played fots last, but as far as I remember it only boosts reloading skill, which then would be no problem at all
if it changes other stuff, it could get problematic as there might be missing animations or something
Is it possible to also add the ability of supression fire?
That's called firing by counter-march. That was quite a common tactic in Europe, but I don't know if Europe learnt it off him or he borrowed it from Europe. It is a fairly inefficent tactic if the formation is too deep, because you have a pile of men standing around doing nothing in the middle of the formation, rather than shooting and reloading. It did help to ensure that formations held though, increasing morale in game terms, because the majority of the men can't run unless practically the whole formation runs.
/▌ all over the workshop
/ \ so he can stop bob from taking over the workshop
Easy. Simply get rid of these unrealistic, bugged fire drills and activate all ranks fire. Since Empire, this causes the least amount of trouble and works best.