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21 minutes ago, Loki1950 said:

It should be as there was a futuristic mod with missiles ;) even and tanks so defining artillery accuracy should part of the unit XML description.

 

Enjoy the Choice :)

What was this mod called? Which Alpha does it work on?

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53 minutes ago, Palaiogos said:

With this engine is it possible to have 18th century wars? Are there any mod plans for this? Also, could you in theory make projectiles super accurate? Is it a number defined called: accuracy? 

You can use the "spread" entry in templates (see Attack documentation).

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It's more an example of how not to do a mod. The actual difference between whatever version of the public mod they ended up using (I haven't found enough time to look at the most recent release) consists of a few templates, some textures, a few maps, and some gui files that are mostly badly edited copies of other files. I suspect someone with a clue how to actually create a mod, some motivation, and a bit of time could create a working (and relatively tiny) mod out of that "full game" easily.

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I think for the start it would be nice to implement the bullets as extremely fast flying arrows and cannonballs are very fast shooting catapults. In my opinion more important than having a visual effect of gunpowder is to have the right sound and a good reload animation. Reloading a gun should take some time. Spear and sabre cavalry should be fairly easy to implement.

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