Author Topic: +3 range to artillery  (Read 5312 times)

River_God

  • Member
  • **
  • Posts: 11
    • View Profile
+3 range to artillery
« 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.

pftq

  • Administrator
  • *****
  • Posts: 45
    • View Profile
Re: +3 range to artillery
« Reply #1 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. -_-

River_God

  • Member
  • **
  • Posts: 11
    • View Profile
Re: +3 range to artillery
« Reply #2 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;