And two more things:
- its possible to add combat bonus for fighting in land improvment? For example Peasant Militia got Farm Defense bonus.
- its possible to make some units atackable by only some type of units? For example Helicopters cannot be attacked by melee (helicopters still can attack melee units normally).
1) Not yet... I've got that tag on my list of tags to develop though.
2) No. And that would be really tough to develop at the moment given how the basic dll rule is "if you can see it and its an enemy and you can move a unit that can attack (which is a very simply yes/no statement) into that space, you can attack it".
Changing this is complex and has a lot of potential problems any way you attempt it. If you change the 'canattack' to an evaluation of the unit it's attacking, you'd have a hard time with stack complexities (if the helicopter had infantry on the stack too... does that mean your infantry can't attack the stack at all or if it attacks, it can only attack the infantry) and with moving onto the space thereafter - would it mean that you can't move onto the plot because the helicopter is there or you can but you'd be sharing spaces with the enemy unit that can then attack you which is another situation the dll tries to avoid in most cases.
Anyhow, point being its a complex web. I do plan to manipulate that web in some greater depth down the road and may in fact be able to achieve this sort of interaction eventually though I intend it more for whether units can see each other independently or not, allowing for sneak attacks to take place on the same plot, etc... However, the more immediate plans to address this kind of interaction is as follows:
Currently the first stage has been implemented (though isn't working quite as intended so must be debugged) which is that if a unit has a unitcombat that indicates it Flies to Move (including flying birds, helicopters and balloons) then that unit cannot have any pursuit values applied against it if it attempts withdrawal unless the opponent ALSO Flies to Move. This should only work if both the Fight or Flight AND Size Matters option are in play due to balance problems with this dynamic otherwise.
Again, since that's not working yet I've gotta check out why.
The second stage of development towards a rational mechanism to address this kind of combat interaction will take place in the Hand to Hand vs Distance fighting mechanism that will be developed once Fight or Flight and Size Matters are fully complete.
At this point, a unit like a Melee unit sure can attack that Helicopter but it may NEVER be able to harm the chopper, leading to a pretty much automatic failure in combat for the hapless melee attacker. The melee unit had better be backed up by a distance fighter in his stack (as he'll be inheriting the distance attack skills of the best distance fighter in the plot from which he's attacking or defending from) because he'll never be able to close with the chopper so he can get in any Hand to Hand attacks.
This system will be fairly complex, too much to go into full detail on here but this at least gives you a concept of where I'm headed there. Hand 2 Hand fighting takes place only once the units have engaged each other at that range. Each round, units that REALLY prefer H2H combat will be moving forward to engage the enemy in this manner and they are taking potential distance fire as they approach but are also potentially backed up by the distance fighter behind them. I'll get into more detail on that later when I really start getting into further development on that project.
And of course, it'll be optional for folks like me who prefer to have a more logical combat system.