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Re:Request for reduced sprites per unit mod

Posted: Wed May 12, 2010 3:06 am
by GShock
Jim wrote:
Each unit type has a different sized rectangle and a different % hittable target within the rectangle. These are both hard coded. I spent some time looking for hard data on either and found little beyond anecdotes. I took my best stab at numbers and did some adjustment per feedback from the testers.


I believe we can use this rectangle for the area-effect we look for in artillery fire.
If we could de-hard-code the rectangle size, full mod and testing would be successful in short-medium period (and much much easier). Unfortunately, if this rectangle depends on tgt type and not on ammunition type (including muskets), this is somehow a tough problem to solve but it's counterbalanced somehow by the artyammo files where you can define the % of casualties.

Is it possible to add rectangles to generals, couriers and supply wagons, is the presence of this rectangle that builds the entity of a target in the battlefield?

Also, I haven't seen answer on my question regarding the unit sprites numbers and the number of ranks issue. :)

Re:Request for reduced sprites per unit mod

Posted: Wed May 12, 2010 8:39 am
by Marching Thru Georgia
Jim Wrote:
Each unit type has a different sized rectangle and a different % hittable target within the rectangle. These are both hard coded. I spent some time looking for hard data on either and found little beyond anecdotes. I took my best stab at numbers and did some adjustment per feedback from the testers.
As GShock said, if the size and % hittable could be moved from the code and into a table, this might be a way to solve the area effect issue with arty fire. Do these variables depend on ammo type? In other words, are the rectangle size and % hittable different for say, musket ball, solid shot, shrapnel, etc.?