lol.
it is more than that. it is a conceptual weapon based on Casuality / Fate. It is already determined at the point of firing whether a projectile will hit or not, or how much damage is done, as if written into the stones of date. No amount of dynamic changes there after can alter it. The projectile doesn’t “track” (alter direction based on feedback). it simply flies “towards” the inevitable event of collision. That’s why it can fly through any obstacles, have unlimited “air-time” and “range” (which are physical concerns beneath its level of existence)
well, except a system crash…
yup… Fate can be broken… though it will take the rest of the “world” with it… LOL.
Anyway, back to topic, I’ve actually tried modding range (and possibly damage) advantage into height, which is current ignored. but it got interrupted at some point due to dev updates and then a need for system migiration…
Although I don’t have the full picture yet, I think these are the issues that are involved:
- change the function in combat that actually checks for distance. I managed to do this part.
- changed the parts that actually make the AI start firing at a greater distance. somebody pointed this out to me, which is why in my experiment, the archers don’t start firing even if the targets are supposedly in range (yeah. I used a very large range for testing)
- line of sight visibility which is used to determine if a range attack can be made. This part is tricky as it is probably not exposed. What I suspect though is that it uses some block (1 voxel unit) based visibility that did not take care of edge cases in a fine enough manner. Which is why I found that the only way to get archer to fire from higher level, is to have the platform with nothing at the edge so that the archer can stand right up to the edge. This results in “strange” designs for the “battlements”… e.g.
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archer AI. The archer has a very strange AI that after a shot, it will have to do a dance. Think originally this was intended for skirmish combat, where the archer can retreat away from approaching enemies in between shots, but it just messes up archers meant to be stationary as after a shot, it may have moved out of line of sight/range, and then proceed to travel on foot out of your buildings to fight the enemies in the open.
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sentry ai. There is something that just doesn’t work with the sentry party command as the units in the party sometimes do not respond to enemy presense (until being attacked?)
we are probably still some way off from satisfying archer combat… but I hope we will get there some time.