Shqype
Shqyptar
The more buildings there are to bomb, the less likely it is you will hit population.
The city this stack of bomber is attacking is a fully grown city, with a population of about 18-20. It contains just about all the buildings that a CIV could build with WWII technology. That's a lot of buildings, and lots of bombers ought to be able to certainly destroy one or more random buildings during every raid. What I'm saying is that this isn't happening. So back to square one -- how do you increase the odds more buildings will get knocked down, regardless of their category, civilian or otherwise? Right now, if you send lots of bombers against a big city, wave after wave, it's very difficult to actually turn that city into rubble (i.e. knocking down all of its buildings). I just don't think it should be like that.
Based on what the above logic sounds like, the more buildings there are to bomb, the less likely it is you will hit anything. That's completely backward! If there are lots of buildings in a city, it ought to be easier to hit any random building. What I am trying to communicate to you is the fact I am NOT trying to hit a specific building, but rather hit ANY building.
Your coding may not be rocket science, but judging from actual results in the game, I'm sorry to say it doesn't seem to be flying either...![]()
I guess not. But sure the people in Dresden saw it that way. And the decision to nuke bomb Hiroshima and Nagasaki (equivalent to the fire bombing of Dresden in terms of causalities) was not popular among other allied countries.
Anyways, my point is only that there a need for some kind of consequences for bombing populations IMO.
Okay, let's try it this way. If the city has 25 buildings out of a total possible 50 in that class (civil or production). That means that IF the bomber passes the intercept test that ONE BUILDING WILL BE SELECTED AT RANDOM. IF that building exists in the city it will be destroyed. Hence, there is a 50% chance of hitting a building in that class in that city. IF the building selected is NOT in that city then you get the test for population damage and then exit... (etc)
NOTE: The bigger the city, the LESS chance there is to hit a building because there are MANY MORE HOUSES. Why? Because buildings are finite, houses are INfinite.
If the city has 25 buildings out of a total possible 50 in that class (civil or production). That means that IF the bomber passes the intercept test that ONE BUILDING WILL BE SELECTED AT RANDOM. IF that building exists in the city it will be destroyed. Hence, there is a 50% chance of hitting a building in that class in that city.
NOTE: The bigger the city, the LESS chance there is to hit a building because there are MANY MORE HOUSES. Why? Because buildings are finite, houses are INfinite.
Quick question -- if there are no buildings to hit (or if the building is missed) and therefore 'population' is targeted, is there an AUTOMATIC population drop? Or is there a random chance that a population loss will be sustained?
Seems to me that it should be the latter (if it isn't already). Throwing a few conventional bombs at an industrial park on the outskirts of town and missing will not necessarily result in any loss of life. Throwing a few bombs at the drydocks in a night attack that miss, hitting warehouses that are unoccupied b/c it's after business hours will also not result in a significant loss of life. On the other hand, aiming for a chemical weapons plant (or baby milk factory, whatever), missing, and instead hitting an underground bunker where people were hiding from the attack will result in a significant loss of life.
I'd actually put it at a low chance of there being any loss of life. Definitely less than 50%. Maybe 20%. Reason being: we're not talking about a few deaths because you hit a few houses...a population loss in Civ represents a mass death....a large number of fatalities as a result of entire neighborhoods being trashed ala Dresden.
Thomas SG , Thanks! I didn't realize I needed to create a folder before running the installer.
Well if the mission is unsatisfactory to your requirements, you can easily disable it.
1. Change the air bombing setting to 0 (zero) in GlobalDefinesAlt.xml or
2. Do not assign the mission to any bombers so they will not be able to perform it.
The other option of course is to re-program CvUnit::airBomb2(..) and CvUnit::airBomb3(..) and also CvUnit::airBomb(..) so the AI follows your method too.
Dale
PS: Ask the WWII bomber crews how easy it was to target/hit the power plant in enemy cities.![]()
Sorry don't get me wrong. I'm not cheesed off, I'm just saying if you'd like it changed to your methods you should have a go at implementing it.![]()
I won't be revisiting DCM for a few months said:We as consumers of Dales creative work, should remember that at this stage of DCM, Dale would probably want genuine feedback on concrete aspects of this excellent mod like undeniable problems of which there are few. He would not want feedback of a hair splitting nature at this stage of the project, at least I wouldn't! That would annoy anyone. Much later on, we can revisit the tiny details of this great mod under closer magnification when Dale has available time to do so. He is getting >95% of the detail of this mod correct as we speak, and >99% of the big picture absolutely rightHe is in the midst of a creative skillful process, give him a break.
A real pity that you have decided to put it on hold Dale.
PS) Here is a tiny detail for you. I love Dales idea of giving archers the ability to hit squares. So simple but so clever.![]()
Cheers
... I love Dales idea of giving archers the ability to hit squares. So simple but so clever.![]()
Cheers