Thunderbrd
C2C War Dog
hmm... personally, I think these buildings just take on more meaning now - they never had much before since cities made healing so easy in general that most units would be healed in one or two rounds anyhow.For the healing, we have several buildings with an "Heals X units to full health per turn" ability. This will kinda screw up penalties from large groups when they are the only damaged unit in your city.
Well... what would you be modifying? Regarding being seen or unseen, and capable or incapable of passage through enemy borders, units don't have a % chance yet. I stress YET because an eventual project will enable units to have CHANCES to remain hidden and chances to spot potentially hiding enemy units based on unit skills. We're still a ways off from this so for now it's a very static boolean - either they are seen or not, either they are capable of entering enemy territory without starting a war or not - it would take significant work to adjust either one to a chance based scale. Perhaps as much work as this entire Size Matters option has been so far. Not a minor project.So it cant be a modifier assigned to the subClass Group(party)?
That's probably pretty close to what's actually happening. Then it gets confused by the next selections, particularly since there's only supposed to be one selected unit for each slot of the three units - but it would take the units as all being validly selected for all three missions. It's a mess, yes... and I think I've figured out how I can fix it.Seems to me that it handles it as three merges at the same time. It first ask who to merge with unit 1 then who to merge with unit 2 then who to merge with unit 3; never really getting to the second unit to merge in any of the merges.
Hope you get what I mean.
Well... to be honest, 3/4 of the way through the project I realized a different approach could've enabled this sort of promotion behavior but I'd have had to start entirely over to accomplish it. Still... this mechanism does work just as well - just takes a thinking adjustment from the usual way promos operate to read them. And this isn't a bad thing because there's some preparation for conditioning the audience to not be confused by some equipment processing to come.Yeah, shows what I know, was just a naive attempt at giving you a fresh perspective, it was sadly too fresh.
It's been striking me that it's possible I'm using too heavy a hand with the healing modifiers and perhaps I should reduce the adjustment increments in general so that it's a bit less drastic in effect. The full math on how healing operates is something I may not fully understand yet but I'm thinking - Vanilla CivIV only allowed at most a 10% healing modifier in the field - so perhaps this modifier is a lot more powerful than I had suspected it would be. I may reduce the modifier to 5% or 10% increments per step rather than 20%. Leaning towards 5%. In my playtesting I've seen the effect is indeed a bit more severe than I'd thought it would be.A newly built scout (party size) can still move 6 rounds before they have to stop for one round to be fully healed. Animals now generally needs a strength buff, now that they are so weak due to size penalty. A newly built wanderer (solo size) actually have a pretty high survival rate and even more so on the terrain of discussion. Wanderers are weak (overall stronger with size matters) but since there are very few animals on the poles and deserts in the early games (low spawn rates there) and mostly harmless ones at that, they can easily fully explore a large landmass (20 cities without overlap) pole without dying.
I've not found animals (that weren't supposed to be vastly weakened like pigeons for example) to be toooo reduced in strength by this option. Wanderers are in fact weaker under Size Matters by 20% less than their non-option counterparts. But I wouldn't mind seeing the upper strength range of animals increased a little and the gradient thus extended. Many of the great cats and wild canines do feel a bit weak - as do wolves. But then I've been thinking that for a while now in the core mod too.
It is possible and I was considering this as one possible way to address your earlier statement but I do think that may make the terrain a little toooo hostile. When I've played with the option I like to sometimes hope I can traverse the terrain before my unit bites it.If it's not possible to completely remove healing capability on terrain with damage penalty then the highest heal rate buff from size should perhaps be 20%.
Doesn't feel like the right way to go about it though does it? Why would the size of the group alter the impact of the terrain? I'm not seeing the rational outside of game balancing so I'm thinking there should be a better way. Thus I'm leaning towards reducing the healing impact of size in general.Or, as you said, terrain damage should depend upon unit group size.
I agree actually. Then eventually I'll include in the late stage of the combat mod effort some ways for units to more gradually resist - particularly with equipments that prepare them to face these environments.I have always thought the same although more extreme 20/30/40%.
Thanks! I'm not taking offense... we're having a great banter here about ways to improve things. It's very helpful!You are doing a great job btw and it should not come as a surprise to anyone that a modmod as complicated as this requires a lot of balancing.