Archers bombardments

An option under the BUG Options, REVDCM tab iirc. Have No idea if it still works or not. But that is where it lives.

JosEPh
 
Thanks for the reply. No tried that option and it hasn't worked.

Back in ROM/AND days it worked but gave some CTDs I believe, so it got disabled, I think. I liked it but it was somehow overpowered. Nevertheless, AI used it, too for defending and that made it better. But of course ATTACKING AI stacks where more easily killed as well.
 
How would one go about reinstating it?
 
Better to copy Master of Mana automatic defensive strike by arhcers ( with a range of chances to strike from upgrades). Lots less micro managment.
 
Better to copy Master of Mana automatic defensive strike by arhcers ( with a range of chances to strike from upgrades). Lots less micro managment.


Ah! Never heard of it (must be the downside of not liking 'fantasy'...)


I want that feature real bad! :yeah: :drool: :please:
 
http://masterofmana.com/

It would not be hard to port over, as its already a done deal, but it would need quite a bit of time to intergrate it, i like it as it has zero micro managment and simply occurs when the unit has a unit come next to it. Can be added to any missile based unit, and would introduce defeinsive and offensive missile lines into the game.
 
Actually, the Defensive Strike (as distinct from the First Strikes you get with the various Drill promotions) appeared back in Fall from Heaven 2 (FfH2) and was carried over into the FfH2 modmods. I haven't played Master of Mana in a long time, so I don't know if or how MoM might have changed it.

I know that the FfH2 modmods -- beginning with Fall Further, I think -- introduced ranged bombardment for archery units (presumably based on the similar feature in the Age of Ice scenario). What they also introduced was a toggle button for those units so that you could set them up to automatically bombard adjacent enemy units.
 
Erm, C2C already has the auto-bombard feature, but it's only enabled for siege units - see opportunity fire.
 
Actually, the Defensive Strike (as distinct from the First Strikes you get with the various Drill promotions) appeared back in Fall from Heaven 2 (FfH2) and was carried over into the FfH2 modmods. I haven't played Master of Mana in a long time, so I don't know if or how MoM might have changed it.

My bad, i did not mean to ignore FFH2 instigating the concept, its just it and many other game mechanisims have matured and can be found in MoM. To reduce in game unit numbers for instance, animals could exist in the dungeons ( think water hole where you goto kill the game and could find anything from a duck to a lion) below the resource (tile) that spawns them and await a unit to activate them before palcing in game. Once in game, some of them roam around before creating a lair that then produces more of that animal.



I know that the FfH2 modmods -- beginning with Fall Further, I think -- introduced ranged bombardment for archery units (presumably based on the similar feature in the Age of Ice scenario). What they also introduced was a toggle button for those units so that you could set them up to automatically bombard adjacent enemy units.

Yes it now has missile units that auto fire when moved next to, fortify afterwards all done in auto mode, with the equipement mechanic, ( leather/metal/wood/stone etc are a number value produced from tiles worked, culture can be spent ( its also acumalated asa resource)to increase the number of tiles a city can work) it allow you to equip units with armour and weapon types that take damage and your national stocks are reduced, when/if exusted the unit losses those adds, so a defensive archer would have metal or leather armour and a defensive strike, its bow could be simple, self, composite or longbow, all of which gives it another layer of abilities to consider. Melee units have mace/sword/spear ( crushing/slashing/piercing weapon types), and the list goes on.

In short it has many nice mechanisms that be reused, inc perhaps the best random map generator ive come across, *Wilderebus*.
 
Not to rain on anyone's parade but I feel I need to clarify what FFH's and MoM's Defensive Strike really is. It's not autoshoot or Opportunity Fire at all, and doesn't happen by a unit moving next to the archer.
It's when a stack with one or more archers is being attacked that archers will get the chance to fire at, damage, the attacking unit(s) before the combat is started. Like a First Strike but with arrows and doesn't get affected by "immune to first strikes". Every attacking unit can only be hit by Defensive Strike once per attack, and every archer can only do one Defensive Strike per turn.
They do have a new promotion though that makes a unit immune to Defensive Strikes too.

Cheers
 
Not to rain on anyone's parade but I feel I need to clarify what FFH's and MoM's Defensive Strike really is. It's not autoshoot or Opportunity Fire at all, and doesn't happen by a unit moving next to the archer.

Actually thats incorrect, the archer fires at any unit it is next to regardless of if its being attacked, it aquires it first when moved next to, and if that unit stays, and is also an archer they exchange fire, if not the archer maintains its oportunity fire on the unit.


http://www.masterofmana.com/phpBB3/viewtopic.php?f=8&t=2326&hilit=defensive+strike&start=10
Sephi
Post subject: Re: Discussion: Defensive StrikesPosted: Tue Feb 14, 2012 10:01 pm

Site Admin

Joined: Sat Aug 21, 2010 10:39 pm
Posts: 2318
I have changed now how defensive Strikes and Ranged Attacks work. Basically Archers can now provide a combat bonus of up to 20% to other units on the same tile (and is displayed like all the other combat bonuses, so the probabilities are accurate). When the stack of the archer is attacked, it is a defensive strike and when a unit in the archer stack attacks, it is a ranged attack.

archers can do either two defensive strikes, two ranged attacks or 1/1 every turn. Since it is a passive mechanic, as long as the AI stacks it's archers with other units, it will use them.
 
Then he's changed it. Besides he writes there what I just said about Defensive Strikes:
"When the stack of the archer is attacked, it is a defensive strike and when a unit in the archer stack attacks, it is a ranged attack."

When being attacked it's a defensive strike.
The change he has done is that it's 2 total per turn per archer instead of one, and that when attacking a ranged attack occurs. Either way it's not moving next to, an attack has to occur.
He's also changed it to not being a firing at all, so not a strike at all, but to add 20% str to an escorted unit, one in the same stack as the archer. Might affect himself to, that I don't know. So not even the same as was first discussed. The Defensive Strike talked about in this forum is still
like I stated.

Sorry Hanny, but I've played FFH and MoM a lot. Before I found my way to C2C I only played those two mods, though for a long while MoM wasn't MoM but WM (Wild Mana).

Cheers
 
Erm, C2C already has the auto-bombard feature, but it's only enabled for siege units - see opportunity fire.

There are also the defensive buildings that do damage to various units in an attacking stack that stays next to a city.

it (...) simply occurs when the unit has a unit come next to it.

I don't want to spoil the party, but incorporating this defensive strike feature in addition to current defensive buildings and the opportunity fire, wouldn't it be too OP?
Defensive buildings alone are a bit unbalanced (read: OP) right now IMO...
 
Then he's changed it.

Incorrect archer have staticly exchanged fire for years in MoM.

Besides he writes there what I just said about Defensive Strikes:
"When the stack of the archer is attacked, it is a defensive strike and when a unit in the archer stack attacks, it is a ranged attack."

I did not refer to defensive strike prior to combat, i refered to opourtunity fire on units as they move next to the unit.

Sorry Hanny, but I've played FFH and MoM a lot. Before I found my way to C2C I only played those two mods, though for a long while MoM wasn't MoM but WM (Wild Mana).

Cheers

Wild Mana had the same opourtunity fire between archer units,its been in MOm and wild mana since 2009
http://forums.civfanatics.com/showthread.php?t=348360&highlight=archer

Gameoption Ranged Warfare has the following effects:
archer units have an Range and Ranged limit %
Range :Strength: increases the damage a Unit can do with a Range Attack
A unit can never damage another unit below it's Ranged limit %. If an archer has a limit of 25%, he can't damage a 4 axeman below 3.
Amount of Damage suffered by a Range Attack is reduced by high Defense value
making a Range Attack counts as making an attack
Even with Blitz a unit can make only one Range attack a turn
Range Attacks can only be done if a unit has movement left
Archery Promotions allow to increase both and limit of Range Attacks
Walls/Palisades increase Range Attack of archer units in the city
Tech Bowyers allows to construct a fletcher building. gives free Archery1 promotion to archer units in the city
Ljosalfar can give Elven Accuracy Promotion to their archers
AI should have a decent understanding on how to use range Attacks
Units can gain Experience from making successful ranged Attacks.
Ranged Attacks can be automated similar to spells. A Unit set to automated Ranged Attacks will do a Range Attack at the first opportunity in a turn.
I don't want to spoil the party, but incorporating this defensive strike feature in addition to current defensive buildings and the opportunity fire, wouldn't it be too OP?
Defensive buildings alone are a bit unbalanced (read: OP) right now IMO...
No. Bercause its the buildings that are not balanced, not the archer line.
 
@Hanny: Being able to fire, ranged attack, yes, that's been active a long time there. That's not what you yourself put into this discussion at first. *point up to your first post in this thread*.
The ranged attack ability is what was asked about by the originator of the thread.
Meh, leaving the discussion now. If we simply have different views then it's not worth hashing over it.

Cheers *wave*
 
@Hanny: Being able to fire, ranged attack, yes, that's been active a long time there. That's not what you yourself put into this discussion at first. *point up to your first post in this thread*.
i like it as it has zero micro managment and simply occurs when the unit has a unit come next to it. Can be added to any missile based unit, and would introduce defeinsive and offensive missile lines into the game.

You have not noticed that MoM and Wildmana before it give defensive missile fire to units when they move next to each other, and offensive fire between two archers next to each other,and ranged missile fire by the moving unit after it takes any defensive fire from moving next toa unit with that ability.


Cheers *wave*

Not waveing, drowning:lol::lol::lol:
 
So... To put in at least the OPTION of archer bombard, what would be the necessary steps?
 
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