Ok, here is a new beta version, now it's the new "regiment" mechanism that need to be tested. Please try to exploit it, and report any strange behavior.
R.E.D. WWII v.32 beta1
R.E.D. DLL v3 Beta1
current changelog:
- DLL Feature: balance embarked units defensive combat by considering them DOMAIN_SEA (they were considered DOMAIN_LAND) and ignore all other bonus/penalties except a 100% bonus vs aircraft.
- DLL Feature: restriction on ranged attacks, submarines can't be attacked by land-based artillery or medium/heavy bombers, and naval units can't attack from inside a city (at dock)
- DLL Feature: can set some units to act like a special type of units, "regiment", allowing them to stack with normal ("division") units, but not with another regiment.
- DLL Feature: related to unit stacking, the GetBestDefender function now return the unit that will have the more HP left after the attack.
- DLL Bugfix: end turn autosave is no more triggered after the AI has started computing it's turn (could make the first AI to lose 1 turn), but before.
- New Artillery type: "Field Gun" (regiment), with 2 ranges, can't fire above obstacle (direct fire), can only defend, bonus vs armor.
- New Artillery type: "AA Gun" (regiment), protect only the tile it's on from air attack (but with 3 interceptions), can only defend, bonus vs air.
- Balance: remove penalty against armor for Artillery, rename it to "Howitzer-Gun", lowering melee strenght to 14 (was 16), and it's now a "regiment" unit.
- Balance: remove inflation on unit maintenance. To do : set different maintenance cost per unit.
- Bugfix: don't make units escape from a city under a ranged attack...
- Bugfix: heavy bombers had 50% naval penalty and 70% sea penalty... Now have "only" 70% sea penalty.
- Bugfix: military operations should not try to paradrop units in neutral territory...
- Bugfix: Stalingrad score function was broken.
- Bugfix: don't try to Air Sweep when the interception was not made by an air unit...
- Optimization of loading/saving time for mod data.
2 "new" and 1 modified unit are "regiment", they can stack with normal unit (except when embarked, had strange crash when testing), and 2 have special features.
- The AA-Gun is "normal", it protect the plot it's on from air attack (can intercept 3 times when it's too damaged to directly defend)
- The Howitzer-Guns (was Artillery) is good against fortified units or cities, can counter-fire when the plot it's on is attacked by land ranged unit (other howitzer-guns or field guns), and can provide fire support (1 attack and unlimited defense). I've leaved the 2 range to compare with normal use, but it will be lowered to 1, and maybe completely removed to act only as an automatic support unit.
- The Field Guns can not counter fire, but provide same fire support capacity as howitzer-guns, have a greater ranged strength and a bonus against armor.
Now go, grab it and test it please
I think I'll redo the promotion tree for those units at one point, suggestion after testing are welcome. For example, there should be a "chance" to counter-fire or provide fire support, that could raise with promotions...
Example of combat situation:
Note: I can't really use reports made using the alpha/beta scenarios, please stay on the "old" maps (Earth 1942, Stalingrad, Euro 39-45)
R.E.D. WWII v.32 beta1
R.E.D. DLL v3 Beta1
current changelog:
Spoiler :
- DLL Feature: balance embarked units defensive combat by considering them DOMAIN_SEA (they were considered DOMAIN_LAND) and ignore all other bonus/penalties except a 100% bonus vs aircraft.
- DLL Feature: restriction on ranged attacks, submarines can't be attacked by land-based artillery or medium/heavy bombers, and naval units can't attack from inside a city (at dock)
- DLL Feature: can set some units to act like a special type of units, "regiment", allowing them to stack with normal ("division") units, but not with another regiment.
- DLL Feature: related to unit stacking, the GetBestDefender function now return the unit that will have the more HP left after the attack.
- DLL Bugfix: end turn autosave is no more triggered after the AI has started computing it's turn (could make the first AI to lose 1 turn), but before.
- New Artillery type: "Field Gun" (regiment), with 2 ranges, can't fire above obstacle (direct fire), can only defend, bonus vs armor.
- New Artillery type: "AA Gun" (regiment), protect only the tile it's on from air attack (but with 3 interceptions), can only defend, bonus vs air.
- Balance: remove penalty against armor for Artillery, rename it to "Howitzer-Gun", lowering melee strenght to 14 (was 16), and it's now a "regiment" unit.
- Balance: remove inflation on unit maintenance. To do : set different maintenance cost per unit.
- Bugfix: don't make units escape from a city under a ranged attack...
- Bugfix: heavy bombers had 50% naval penalty and 70% sea penalty... Now have "only" 70% sea penalty.
- Bugfix: military operations should not try to paradrop units in neutral territory...
- Bugfix: Stalingrad score function was broken.
- Bugfix: don't try to Air Sweep when the interception was not made by an air unit...
- Optimization of loading/saving time for mod data.
2 "new" and 1 modified unit are "regiment", they can stack with normal unit (except when embarked, had strange crash when testing), and 2 have special features.
- The AA-Gun is "normal", it protect the plot it's on from air attack (can intercept 3 times when it's too damaged to directly defend)
- The Howitzer-Guns (was Artillery) is good against fortified units or cities, can counter-fire when the plot it's on is attacked by land ranged unit (other howitzer-guns or field guns), and can provide fire support (1 attack and unlimited defense). I've leaved the 2 range to compare with normal use, but it will be lowered to 1, and maybe completely removed to act only as an automatic support unit.
- The Field Guns can not counter fire, but provide same fire support capacity as howitzer-guns, have a greater ranged strength and a bonus against armor.
Now go, grab it and test it please
I think I'll redo the promotion tree for those units at one point, suggestion after testing are welcome. For example, there should be a "chance" to counter-fire or provide fire support, that could raise with promotions...
Example of combat situation:
Spoiler :
Note: I can't really use reports made using the alpha/beta scenarios, please stay on the "old" maps (Earth 1942, Stalingrad, Euro 39-45)