------------Gettysburg map still needs a scriptor ...
(unless ozone gets re excited about myth... and scripting a b&g map)
------------some one familiar with multiplayer reinforcments scripts that will allow reinforcements to come into the game without crashing the map...
(chris P is the best canidate.. but anyone with some knowledge would be great)
------------Some one familiar with attacks and articfacts... to help fine tune the 1.6 features action ....
( a 1.6 feature guru such as Iron is would be great for this... )
------------ 14 beta testers to test once the alpha goes beta...
(players that like the epic and b&g style games...and are up for 40 minute test games)
------------ website for the plugins etc.....
(anyone that can help with the html and web action)
------------- additional maps..
(map makers willing and capable of making new maps from the historic battle maps or new creative battle scenarios...)
if one does not learn from the failings of the past they are likely to suffer its return.
this is harder to do in the epic scale version but i want to make the muskets in close much more accurate while leaving them inacurate at long range whats the best way to do this.... messing with miss fractions velocities and stuff doesnt seem to be achieving this... should i just add another attack with the closer ranges and set the innacurate one to a longer range attack? basically the goal is if a firing line marches up closer b4 firing I want them to have the advantage.... that is if they live to get closer...
if one does not learn from the failings of the past they are likely to suffer its return.
in the epic scale version units some times get stuck... in small groups ... I assume this is the anticlump setting that is causing this anythoughts on settings i can tweak to prevent this... or just leave anticlump off and suffer the visual consequences ?????
if one does not learn from the failings of the past they are likely to suffer its return.
Point wrote:basically the goal is if a firing line marches up closer b4 firing I want them to have the advantage....
They would not have an advantage in this case because the enemy firing line will also be closer to them without losing time due to marching instead of firing. Hence the line who walks closer will always be in disadvantage.
Point wrote:in the epic scale version units some times get stuck
Did you adjust the Pathfinding Radius correctly? Make it as small as possible for epic units.
basically what i was looking at was in game films if a fire line approches and the other side fires... with a few hits at long range and the advance continues while the other troops reload to fire b4 the other side reloads they should have more hits at this closer range they dont appear to... which they really should ... need a bonus for braving that first or maybe even second volley of shots.... as the range decreases.
if one does not learn from the failings of the past they are likely to suffer its return.