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I have certainly learned a lot here, and greatly improved it in Dynasties.
Thanks! I missed your reply earlier, Steam apparently didn't notify me of it at the time.
Sorry about missing comment, Steam hasn't been notifying me of posts on my mods lately! Ughh.
Thanks for the compliment, yes I certainly do plan on maintaining this mod with the map extension/expansion that is in the works.
Also, I played one campaign to full completion (spoiler: surviving the Sea People's last wave), and the campaign continued fine after that, with just the remaining factions attacking each other.
Regarding the script change: all I did in the script is adjust turn numbers for Sea People spawns. Maybe you either altered something, or there is some kind of conflict with another mod.
By playing with your mod + mine that I revisited and customized for my own campaigns. I noticed that the AI very quickly becomes passive and does absolutely nothing.
At first I thought the problem was on my side or CA.
But by doing the test by removing your mod and testing over 50 laps with just my mod. The problem absolutely no longer exists.
Like other mods, whether DEI, Agony, Duke damned nations, etc.
A script or linked element on the CAI tables can absolutely break the behavior of the AI.
Example the mod which puts the caravan mechanic for other factions in WH3 absolutely breaks the entire behavior of the AI making it passive.
I think the script you put for the sea people invasion mechanic breaks the AI behavior (vanilla or mod doesn't matter)
As for the bow angle, I use a more realistic 45 degrees for regular bows, and 55 degrees for longbows, and more realistic velocity too. This is intentional. Yes, it does mean that arrows can no longer be shot straight up into the air (it was a totally unrealistic 88 degrees before!), because my peeve is that you end up with ridiculous situations in standard game of archer unit standing right behind the front line able to gently loft arrows over the friendly unit onto the enemy on the other side. So, this has been prevented, and intentionally now bow units have to be further (about max range) to pull off any high angle attack. I may slightly raise this angle over time, but it is pretty close to where it should be.
Besides, I don't know if you touch this element, unlike in other total wars, archers can no longer shoot bells over walls in siege battles?
Is this realistic? If this is not the case, it would be worth increasing the draw angle so that it can go into a bell shape.
it would change siege combat strategies