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Mass is also higher than most other neolithic-tier ranged weapons similar to many rifle-class firearmswith only the pila having an even higher mass. The greatbow also surprisingly has the second-lowest armor penetration out of all neolithic-tier ranged weapons even the short bow has better AP - the greatbow's DPS makes up for this though. Close-up accuracy is worse than the other bows though, with close DPS only being on par with the recurve bow's. Interestingly, the greatbow has a shorter cooldown than the short bow and recurve bow, as well as a longer warmup than cooldown, which is reversed compared to the aforementioned bows. Accuracy at short and medium distances is also very good, as well as stopping power which is high enough not only to stagger humansbut also slightly larger targets such as cougars and all insectoids.ĭamage output is high enough that the greatbow can even compete with basic firearms such as the autopistol and revolver at short-to-medium distances. Greatbows are the most powerful overall neolithic-tier ranged weapons in the game, slightly beating the recurve bow in terms of range and damage, and handily beating the other options in its class. The Greatbow is a moderately heavy, single-shot ranged weapon in RimWorld which deals a slightly higher amount of damage per shot slightly longer time between shots slightly longer range and high overall accuracy. To enable full error logging, add the -debug launch command via Set Launch Options in Steam. These are overwritten every time the game is started. The game stores various log files in your EU4 user folder: ( \\Documents\Paradox Interactive\Europa Universalis IV\logs\). When launching the game the following steps occur: By becoming an observer, you can let the game run without your input, making it easier to detect issues that occur irregularly. The observe is useful when you want to test the stability of your mod during gameplay. It also makes it very easy to setup test scenarios without introducing wayward code within the mod itself. The run command is very useful for testing effects without having to reload the game. Typically this is done via the in-game console with commands such as event, observe and run. Performing testing is vital to debugging a mod. These errors are almost always printed to the error.log. Non-fatal error occur when the game encountered invalid data or broken syntax. Typically these errors occur during the loading process or when a specific action is taken in game. When fatal errors occur, an exception will be printed to the exceptions.log. In general there are two kinds of errors: fatal and non-fatal.įatal errors occur when the game cannot load a vital piece of data and cannot operate without it present. |
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