Bugged bombardement?

Arlborn

Legendary Noob
Joined
Jul 29, 2006
Messages
1,939
I can't bombard a city which I could one turn before, the indicator just go grey! And it is not a problem with the whole bombardment because I can still bombard another city near this city! I have the impression that it is because the AI just built a ship inside there. That is the only change I see from one turn to the next... But of course this didn't suppose to happen!

Well, I am playing with the solver's event mod and the solver's dll, but somehow I just don't think this is the problem...

How to reproduce:

Open the save attached(with solver's event and solver's dll).

Select the 2 unmoved airships in Vienne. Click on the Air Strike option and, first, move your mouse over Tolosa. This works just fine, as the square gets green, allowing bombardment.

Now, move your mouse over Camulodunum. The square is greyed out! Note that it is in the range of the Airships, and yet no bombardment is allowed! And I could bombard last turn! As I said, I think it is that just-built carevel there, but I don't know why!



So tell me, is it a bug??
 

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I haven't looked at the save, but I would guess that the units in Camulodunum are all sufficently damaged that you can't damage them any more with an airship, or that it has no defences left to bombard.
 
I haven't looked at the save, but I would guess that the units in Camulodunum are all sufficently damaged that you can't damage them any more with an airship, or that it has no defences left to bombard.

Air strike - so it is health of the units it takes... But how if the maceman had like 5.5/8? is it so stupid as that? Not even half! :sad:

I need confirmation by somebody looking at the save, though.
 
Air strike - so it is health of the units it takes... But how if the maceman had like 5.5/8? is it so stupid as that? Not even half! :sad:

I need confirmation by somebody looking at the save, though.

The damage limitation of the airship is pretty low. You can only damage a unit for 30% with it. As the airship has no counter in the era before fighters, it is already pretty powerful and a higher damage potential would clearly overpower it. Many already consider it overpowered as you can seriously weaken the opponent and mop up with land units. A unit at 70% of its maximum strength has a radically reduced chance of victory.
A fully healthy unpromoted unit has a 50% chance to defeat another fully healthy unpromoted unit of the same type. If the first unit is at 70% of its hitpoints, it only has a 11.3% chance of victory.

As an example: A maceman can only be reduced to 70% of its maximum strength so 5.6 out of 8.

Later air units can damage opposing units to a maximum of 50%.
 
The damage limitation of the airship is pretty low. You can only damage a unit for 30% with it. As the airship has no counter in the era before fighters, it is already pretty powerful and a higher damage potential would clearly overpower it. Many already consider it overpowered as you can seriously weaken the opponent and mop up with land units. A unit at 70% of its maximum strength has a radically reduced chance of victory.
A fully healthy unpromoted unit has a 50% chance to defeat another fully healthy unpromoted unit of the same type. If the first unit is at 70% of its hitpoints, it only has a 11.3% chance of victory.

As an example: A maceman can only be reduced to 70% of its maximum strength so 5.6 out of 8.

Later air units can damage opposing units to a maximum of 50%.

I never knew the limit was so high! I was attacking pretty often in this game with airships and it never didn't hit! I guess it just had enough units to hit...

OK, sorry for the time waste, and thanks very much for the detailed answer!

My bad. :sad:
 
I never knew the limit was so high! I was attacking pretty often in this game with airships and it never didn't hit! I guess it just had enough units to hit...

OK, sorry for the time waste, and thanks very much for the detailed answer!

My bad. :sad:

It was good to question the game behaviour here. I think the game should have a pop up message in this situation which explaines why you can't bombard or the civilopedia entry of the unit should explain the damage limit. Since both are not the case in this game, I consider it bad communication of the game with the player. However, to be fair, this game has a lot of detailed rules and it's very easy to forget to program the details of one of them.

A similar problem exists for siege units. The maximum damage with a direct attack is mentioned in the civilopedia entry, however, the maximum damage from collateral damage is not mentioned in the civilopedia entry and both percentages are not the same.

You can of course find the percentages in the xml-files, but this shouldn't be required. That's where I found the percentages which I mentioned in my previous post.
 
It was good to question the game behaviour here. I think the game should have a pop up message in this situation which explaines why you can't bombard or the civilopedia entry of the unit should explain the damage limit. Since both are not the case in this game, I consider it bad communication of the game with the player. However, to be fair, this game has a lot of detailed rules and it's very easy to forget to program the details of one of them.

A similar problem exists for siege units. The maximum damage with a direct attack is mentioned in the civilopedia entry, however, the maximum damage from collateral damage is not mentioned in the civilopedia entry and both percentages are not the same.

You can of course find the percentages in the xml-files, but this shouldn't be required. That's where I found the percentages which I mentioned in my previous post.

Aha. Yes, I found strange especially because I never heard, and I didn't see, anything about this limit, so I posted hehe!

I do agree with you about it! I guess this kind of "typos", or miss of information, should be fixed slowly in patches, but I never saw it in change lists hehe.
 
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