It's true, I speak in insults instead of sentences occasionally, but never on forums and not this time! Where was I insulting anybody? Xyth, don't ever again accuse me of crimes I haven't committed

. The difference it makes! As a moderator, you should be a bit more cautious in such details. (Just hope, Azoth isn't as lightly offended – and knows, under 99% of his postings I press the intrinsical like button, with few exceptions.)
I'm not offended but as this is not the first time there has been unrest over something similar, I stepped in. Insult is probably too strong a word but you do not need to preface your opinion with phrases such as "Azoth, it's sometimes a good idea to
use your head." It doesn't add to the topic and puts the focus on the poster not the post. Perhaps you meant it in a friendly manner but with translation and the lack of non-verbal cues it is quite difficult to tell.
I was avoiding to mention in every other posting of mine a certain mod, that I also support, because that I felt was contra-productive. There you find ranged combat to Keinpferd's likings, but I see little sense in copying anything from there to HR (which has yet a long way ahead to carve out a distinct personality of its own).
I assume you are referring to PAE. I've been meaning to look at Pie's implementation of siege units and see if it's appropriate to a full game mod like HR. In particular I'm curious to see if he has any python coding that could help overcome some of the AI problems that introducing ranged combat creates.
At this stage, a hundred mods are more advanced than yours, like, as a yet different example,
this one. I'm assuming here the mod keeps the promises its description raises. This reads fun, idea-rich, innovative, phantastic. I'm convinced, at future stages, HR will get there, too.
I'm not really intending for HR to ever be as 'advanced' as RoM:AND. It's impressive and has some great ideas but it's not the type of mod I personally like to play. I've also only been modding for a couple years, Afforess et al have been at it for 5 or 6, and have a much more extensive modding toolset with the SDK. There's no catching up even if I wanted to
HR will always be somewhat limited compared to the PC mods but that's okay. I'm happy to do what I can with the tools I have. Also, a large part of HR's 'personality' is inevitably that it's a Mac-compatible full game mod, trying to catch up on some of the vast innovation already done on the PC side (and some new ideas here and there too!)
In some ways this does give HR a bit of a 'captive audience' due to there only being a handful of Mac mods around. I love modding and trying to implement people's ideas along side my own but occasionally there will be contributions that are too far outside my area of skill/vision/interest and I have to say no lest my hobby become a chore. In the end, I'm a full-time dad with a part-time job and spare time is quite hard to come by at times. I hope people understand this and feel that I'm being reasonably accommodating.
Eh, I've started rambling. Stopping now!
But you should show a little hospitality and politeness to the shy beings of ideas. Otherwise they don't come visit you.
I don't claim to be a model of posting etiquette, I know that I can sound unintentionally abrupt or forthright at times. We just all need to do our best to be civil, constructive and, most importantly, focus any disagreement on the content and not the author of posts. Lets both be more diligent in future but for the present, lets move back to the topic at hand:
I haven't yet formed a definite opinion on ranged combat. I'd like for single tile range attacks to be possible/balanced and I agree that suicide siege units feels wrong. But unlike many other mods, HR cannot use the SDK to code the AI to understand how to use and defend against attacks, so this is quite a restriction on what is possible. Hopefully we can find a solution that is balanced, realistic and fun, and if not, hopefully there is a compromise of sorts.