Counter-Reconnaissance (for VP)

Counter-Reconnaissance (for VP) 6

same general functionality as v5 but adjusted for gameplay balance.
  • RPTC fast rivers component now required -- balancing a mobility branch vs a combat branch is not good gameplay, both main branches now have similar but different mobility, healing, and combat bonuses.
  • v5 super recon was too whacky; tb3/surv3/med2 are now all mutually exclusive of one another
  • concealed/non-combat promo disables in mountains.
  • combat bonuses redistributed slightly
  • ignore ZoC removed from pre-combat promo
  • re-shuffled vp 4.10+ tree once again for balance and thematic value
  • pre-para recon will now range attack at 50% strength in their pre-combat state (any combat converts it back to melee temporarily)
  • improved consistency of pre/post combat transition (pillaging now converts to visible, etc.) & related promos (or not) while embarked
  • added UnitAI_Fast_Attack to all pre-para recon (vp 4.17 default has them as explore ai only)
  • some new lua-based abilities (eg. free pillage moves is now half-pillage moves)
  • text & promo icon updates
fixed bug with surv finisher on para+, invis toggle should always apply when intended (no more gap turns), more appropriate promo icons
Use with following components from my recon movement mod (RPTC) is strongly recommended : Core0, Core1, Recommended1, Recommended2, Xtra6

changes:
  • refined use of pre-para invisibility to toggle temporarily after combat
  • integrated CR v2-3 special abilities into the promo tree
  • rebalanced VP 4.10+ recon promo tree for:
    • combat abilities at every node of both main branches
    • alignment with survival/trailblazing themes
    • uniqueness from other lines
    • increased depth for large map super recon that exhaust all promos
  • a db-only update file is included separate from the more exotic features; if you want only the tree rebalance, delete the lua and 2nd sql.
  • fixed text errors
intended to be paired with Recon Pay Terrain Cost.
  • Removed AoE dmg on fortify (pointless infringement on pilum UU)
  • Flipped the combat strength bonus when not adjacent to friendlies to the pre-combat promo
  • Also flipped "Ignore Terrain Cost" bonus to the post-combat promo only, and added "defensiveOnly" (you get 1 turn of super speed to get away, but cannot attack while breaking all the game's movement rules)
same concept as v1 ie. recon have a pre- and post-combat status, but with effects re-aligned and scaled back:

pre-combat recon promo:
  • replaces ignore terrain cost promo, applies same effect w/ following additions
  • disabled for 2-turns after combat
  • 5 dmg to adjacent enemies on fortify (weak pilum)
  • applies malus promo to any unit engaged in melee combat
post-combat promo:
  • 'ignore terrain cost' disabled
  • vision reduced to 1
  • +10% CS if not adjacent to any friendly
  • expires after 1-turn combat free (recon then spends 1-turn with no mod promo)
malus promo to pre-combat promo'd recon opponent:
  • movement into rough terrain ends turn
  • increased movement cost in desert, snow, and marsh
  • vision reduced to 1
  • expires after 2 turns
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