I don't quite get what you mean. The chance of hitting a building is 1-in-number of buildings. It's nothing special. There are two tech tags which give more chances at randomly selecting a valid building in the city, but that's all.See my comments above about the chance to hit a building. As for population, if you hit a building in a city, it's one of four things: civil, commercial, industrial or population. This is totally represented in DCM. If a city has 100 buildings, if you hit a building it's going to be one of the four things. So if the city has no civil or production buildings (in Civ4 terms) then obviously the bomb has to hit something, a house. Therefore the chances to hit a building which houses population is higher in a city with less buildings. See my logic?![]()
There is a penalty to aircraft on the ground. If an air unit is on patrol, it has the ability to intercept the fighter engagement mission. If there is no air patrol air units (ie: they are all movement used, no mission, whatever) then the fighter engagement mission is guaranteed to succeed because no one scrambled to defend.
I think you've just mis-understood the concept.![]()
Does killing population has any effect on diplomatic relations? I guess it should. We could have that kind of message on the diplo bord: -2 "You killed civilians in a terror bombing!"
Does killing population has any effect on diplomatic relations? I guess it should. We could have that kind of message on the diplo bord: -2 "You killed civilians in a terror bombing!"
noid
There is already the chance to destroy population when attempting to bomb buildings. If you miss a building, you'll hit a house.
I'll look into the fort thing, that's not a bad idea actually.
There's many examples of bombing routes, but in reality it didn't do much to affect strategic deployment. It affected the local (plot's) economy but didn't do too much on a grand scale of things.
I agree another -dipl modifier could ruin the balance...
Do you really think that the rest of the Allies in WWII saw US bombing of German cities as "terror bombing?"
He, what's wrong with all the others? This is one of the most popular mods and I'm the only one who notice such mistakes? Or doesn't it matter to you? Or can you all fix such small problems yourself?
I as a newbee to SDK and C++ need some help as it seems. Couldn't get it work right.![]()
Thanks for picking up the bugs. It is all going on the list to be fixed for the next version.![]()
re. better chance of knocking down buildings:
Well, not really. I'm looking at this from the standpoint of results (since I don't understand how the coding works). What happens is that I send waves of about 15 bombers turn after turn. At best, a stack of 15 bombers might destroy 1 building. More often than not, a fifteen-bomber stack will achieve nothing except perhaps reducing the city's population by 1. All I'm asking is a way to increase the likeliness these 15 bombers will knock out one or more random buildings in a raid. Where's the confusion here? I wasn't concerned about the types of buildings per se. Does this make more sense?
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1) Instead of "Dales Combat Mod" showing as a mod I get one named "code".
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I have no clue what is wrong so any pointers would be helpful.
Okay, from results. If the city you sent 15 bombers to only has a granary, then it becomes a lot harder to hit a "civil building". Why? Because you have 200 buildings in the city and 1 of them is your target range.
As I said, the "chance to hit a building" is 1 in "the number of bombable buildings". That is determined by the XML tags in building infos. So if you have 56 bombable buildings for that mission, then the odds of hitting a certain building are 1 in 56. (snip)
It's not rocket science.![]()