@Phungus
The damage seige do in range bombard is exactly the same as the collateral damage in vanilla BTS there is literally no difference. The real difference is in the probabilities of range bombard being successful. The way it is now, range bombard is a tactical tool that can be used in some situations, to weaken an enemy stack without costing seige materially, except in loosing the turn. It seems ok at the moment, because there is a fairly nice judgement that has to be made between the probability of successful range bombard verses a full on attacking move. Range bombard is a delicate thing to balance no question, particularly relative to the AI. So far, I have found only one theoretical exploit in range bombard, but have not practically demonstrated it yet because I push the difficulty levels as high as I can stand it against the AI. The loop hole against the AI, is to build forts in strategic choke locations and fortify it with some really capable defenders with attackers at the ready, but with a large stack stack of range bombard capable seige. When the AI marches through the range of these seige, even if range bombard has less than 50% odds of success, out of four stacked seige, even if there is only one successfully range bombard attack, the collateral damage should be sufficient to weaken the main throng of the enemy (not the head unit) and make them more vunerable than would otherwise be possible. In practice, if you turn the difficulty levels up, it's hard to make this work because of so many other competing urgencies, at least in my case. Please, thoughts are welcome.
@anyone
Jdog has sourceforged a little update to revolutions and we have a fix for project interdependencies it seems. I've been out of the shop for a while, any other news that might be relevant to RevDCM? I will not be able to actually build a new RevDCM for at least a week.
Cheers.