glider1
Deity
@Phungus
When you think of ranged bombard, think of combat in the field between stacks, with the exact same collateral damage calculations from standard BTS, except that the seige does not have to attack to achieve it. Without attacking but just bombarding, the head unit does not receive any damage as per standard collateral. Only attacking damages the head unit as well as effecting collateral as per standard BTS. When range bombarding a city, the calculation is the same as standard BTS bombarding, except that there is a small chance of damaging the defenders in the city and a greater chance of completely missing altogether. Straight bombarding cities is far more effective when trying to reduce a citie's defenses, but range bombarding does have it's place if you want to introduce a chance of weakening the city defenders in order to speed up the capture of the city. Range bombarding from behind city walls at the attackers in the field, the odds of success are significantly reduced. If you have enough seige, you can improve those odds and begin to wear down the attacker, but it's difficult to pull in sufficient seige to make range bombarding city attackers effective. It's desperation stuff really but if all else fails, range bombarding from behind city walls into the field can make the difference. Best of all is to build fortifications outside of the city and then range bombarding from there. Forts are great for this purpose. However that carries associated risks and possibly some loss of productivity if you are building forts to protect a city on prime agriculture. I cannot remember the exact odds for the various scenarios, but can supply if you want them. The previous DCM bombard was badly unbalanced because the distributed effect of range bombard on the victim was significant across the stack (including damage to seige), effectively killing off any chances the offensive stack had of success.
@Cripp
I Think you are referring to Jculture. I have that on the to do list for sure.
@Avain
Good question on Inquisitions. The Inquisitions in RevDCM is totally tailored to the Revolutions mod at the moment. It's a great way to moderate and tame Revolutions, as is the limited religions option. However, the RevDCM Inquisitions AI could be made to work without Revolutions, but haven't bothered because that area is covered by other mods like WoC inquisitions and OrionVet. If you think it would be good, will add it to the list.
The main work that will be going on behind the scenes as far as I'm concerned (Jdog is continuing high level work on the AI and Revolutions), is to attempt to add WoC compatibility to RevDCM without breaking backward compatibility with the range of mods that are already incorporating RevDCM in non-WoC format.
@Xaxxa38
Try range bombarding using straight RevDCM and compare with range bombarding from your Amra mod. Perhaps that will help clarify where the problem is.
Cheers.
When you think of ranged bombard, think of combat in the field between stacks, with the exact same collateral damage calculations from standard BTS, except that the seige does not have to attack to achieve it. Without attacking but just bombarding, the head unit does not receive any damage as per standard collateral. Only attacking damages the head unit as well as effecting collateral as per standard BTS. When range bombarding a city, the calculation is the same as standard BTS bombarding, except that there is a small chance of damaging the defenders in the city and a greater chance of completely missing altogether. Straight bombarding cities is far more effective when trying to reduce a citie's defenses, but range bombarding does have it's place if you want to introduce a chance of weakening the city defenders in order to speed up the capture of the city. Range bombarding from behind city walls at the attackers in the field, the odds of success are significantly reduced. If you have enough seige, you can improve those odds and begin to wear down the attacker, but it's difficult to pull in sufficient seige to make range bombarding city attackers effective. It's desperation stuff really but if all else fails, range bombarding from behind city walls into the field can make the difference. Best of all is to build fortifications outside of the city and then range bombarding from there. Forts are great for this purpose. However that carries associated risks and possibly some loss of productivity if you are building forts to protect a city on prime agriculture. I cannot remember the exact odds for the various scenarios, but can supply if you want them. The previous DCM bombard was badly unbalanced because the distributed effect of range bombard on the victim was significant across the stack (including damage to seige), effectively killing off any chances the offensive stack had of success.
@Cripp
I Think you are referring to Jculture. I have that on the to do list for sure.
@Avain
Good question on Inquisitions. The Inquisitions in RevDCM is totally tailored to the Revolutions mod at the moment. It's a great way to moderate and tame Revolutions, as is the limited religions option. However, the RevDCM Inquisitions AI could be made to work without Revolutions, but haven't bothered because that area is covered by other mods like WoC inquisitions and OrionVet. If you think it would be good, will add it to the list.
The main work that will be going on behind the scenes as far as I'm concerned (Jdog is continuing high level work on the AI and Revolutions), is to attempt to add WoC compatibility to RevDCM without breaking backward compatibility with the range of mods that are already incorporating RevDCM in non-WoC format.
@Xaxxa38
Try range bombarding using straight RevDCM and compare with range bombarding from your Amra mod. Perhaps that will help clarify where the problem is.
Cheers.