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Main => Fort Wars (Age of Empires 3) => Topic started by: River_God on May 29, 2011, 01:39:03 PM

Title: +3 range to artillery
Post by: River_God on May 29, 2011, 01:39:03 PM
Does it even work? I havn't seen a single type of artillery benefit from this bonus.
Title: Re: +3 range to artillery
Post by: pftq on May 30, 2011, 10:01:04 PM
Can someone confirm this?

What I think might be the problem is that ES changed the ModProto trigger in TAD so the IDs for Range to mismatched.  They seem to do that everytime they add something new - I don't know why they go and shift all the old IDs rather than just put the new things at the end of the list. -_-
Title: Re: +3 range to artillery
Post by: River_God on May 31, 2011, 09:32:06 AM
I have all the new ID's actually:
Hitpoints=0;
Speed=1;
LOS=2;
TrainPoints=3;
BuildPoints=4;
MaxContained=5;
PopulationCount=6;
PopCapAddition=7;
Lifespan=8;
RechargeTime=9;
BuildLimit=10;
Range=11;
MinimumRange=12;
HealingRate=13;
HealingRange=14;
CostCoin=15;
CostWood=16;
CostFood=17;
CostExperience=18;
CostHomeCityUpgradesAvailable=19;
CostXP=20;
CostShips=21;
CostExport=22;
CarryCapacityCoin=23;
CarryCapacityWood=24;
CarryCapacityFood=25;
CarryCapacityExperience=26;
CarryCapacityHomeCityUpgrades=27;
CarryCapacityXP=28;
CarryCapacityShips=29;
CarryCapacityExport=30;
ArmorHack=31;
ArmorPierce=32;
ArmorCrush=33;
HandAttackHack=34;
HandAttackPierce=35;
HandAttackCrush=36;
RangedAttackHack=37;
RangedAttackPierce=38;
RangedAttackCrush=39;
HandBonusVSHero=40;
HandBonusVSCavalry=41;
HandBonusVSInfantry=42;
HandBonusVSArcher=43;
HandBonusVSSiege=44;
HandBonusVSTower=45;
HandBonusVSShip=46;
HandBonusVSBuilding=47;
HandBonusVSVillagers=48;
HandBonusVSHuntables=49;
RangedBonusVSHero=50;
RangedBonusVSCavalry=51;
RangedBonusVSInfantry=52;
RangedBonusVSArcher=53;
RangedBonusVSSiege=54;
RangedBonusVSTower=55;
RangedBonusVSShip=56;
RangedBonusVSBuilding=57;
RangedBonusVSVillagers=58;
RangedBonusVSHuntables=59;
HitPercent=60;
DamageMultiplier=61;
HitPercentType=62;
BuildingWorkRate=63;
ResearchPoints=64;
BuildBounty=65;
PopulationCapBonus=66;
PopulationCapExtra=67;
revealLOS=68;
WorkRateSpecific=69;
XPRate=70;