[.86][Bug] Bows Have Infinite Range

The range for bows is currently defined in the weapons file. This tag is meaningless unless it is in the spell file. I have tested this to be sure. That means you need a spell for each type of bow to define range or just make every bow have the same range. House's Call.

3,317 views 7 replies
Reply #1 Top

could you just have 2 ranges as a middle ground?

 

"Medium" for various types of short bows, crude bows, and slings

 

"Long" for various types of Longbows, and Siege Weapons

Reply #2 Top

Meanwhile Javelins and Throwing Axes (if added) could have a 3 tile range like throwing knives have.

 

Javelins could even be "equipment" like throwing knives are ....

That way you could equip a unit with a sword, yet they can still throw a javelin or two. (Hastati)

--> You could add it for trainable units, unlockable in the tech tree like any other weapon ... only it would be a "secondary weapon" under special equipment, as opposed to being on the paperdoll as a "primary weapon"

 

Hell, you could even have a "Lance" as a secondary weapon for a Cavalryman which increases the damage bonus during a Charge (if such an ability were added, as opposed to, or perhaps the same as, the first-turn trait)

Reply #3 Top

Perhaps this is a little beta bug that will get ironed out in the future?  Easy to miss one tag here or there.   I wonder if beta 3 will have that tag be recognized.  :)

 

Edit:

I see this is discussed later on.  So, umm, never mind?

Reply #4 Top

It all depends on whether the AI can handle it. I fixed the spells to do what it appears they are intended to do, but the AI does not understand range limits and just sits there. They may just make infinite range a design choice until beta 4, where the final polish is done. 

Reply #5 Top

Makes sense.  Speaking of your mod, where can I find it?  I'm looking in all the wrong places, it seems.  :(

Reply #7 Top

Thanks!  I have downloaded and installed it.  Will have to try it now...