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Does the AI consider this effect or will it try to fire at point blank range even with longbows? In my experience the AI almost never replaces the crossbows with longbows, though, so it might not matter. In any case, this doesn't really mean much as you can almost always either move back and fire or fire at another target.
I wish the combat was more like HoMM, where ranged units cannot move and fire in the same turn and having an enemy next to one disables their ranged attack and only allows a melee attack with halved damage.
Right now the AI builds its units according to predefined schemata - hence the very limited number of combinations they use right now (I think in vanilla only two out of 6 or 7 are enabled). I have seen mixed crossbow/longbow on WW armies but that may have been pure luck since I only had that in one 1.0.8 game. In the battles I have fought the AI seems to know of pointblank power somehow and rather targets close units with crossbow and distant ones with longbows. But this is not due to my modding but rather default effect.
Indeed my ultimate intention is to find a way the ranged battle behavior is more similar to HoMM.
Thanks for creating this mod. I'm about to try it for the first time.
I'm finding range units to be very over-powered in all of my games. Most battles are over before the AI even has a chance to move (because of high initiative and damage of my ranged units).
Is there any way to nerf either the attack and/or damage of all ranged units without have to mod each one? Thanks in advance.
Perhaps it would be possible to model the desired behavior for ranged units by giving them a capacity that checks for adjacent enemy units when they begin their action and disables their ranged attack or at least reduces their attack range to 1 if there are enemies nearby. I'm not currently sure how to create such a check, though, or if it is at all possible, since it does not involve the units directly interacting, so there are no target and initiator.
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