Thalassicus
Bytes and Nibblers
You're right, floating gardens have FreshWater=true while watermills have River=true.
Question: I've noticed helicopters annoyingly have a penalty attacking across rivers like Civ IV. Never understood the reason for this. Any opinions on whether this is more of a bug (like upgraded rocket artillery still requiring setup) or a balance concern?
Another minor bug that I've now modded out for myself is that when units are attacking a city, their offensive promotion modifiers actually do apply, but the combat odds panel doesn't show them. The only bonus you'll generally see is the general's +25%. But if you compare the strengths of differently promoted units again the same city, you'll see it's adding in Drill/Shock, etc. I've attached a file, EnemyUnitPanel.lua, where I've fixed this by adding the code for it to UpdateCityCombatOdds(). Very straightforward fix or merge. You should consider adding this to the unofficial patch.
@Perkus
Could the lack of odds for displaying air and missile attacks be related to this (e.g. - Something not calculating or showing correctly in the EnemyUnitPanel.lua?)
@Thalassicus:
The whole helicopter implementation seems like one giant bug to me after beating on it for many hours over the last two days without much success. They *should* be air domain units that can enter any tile. For ideal realism they would also have a maximum flying range from land over water, and be embarkable from coasts as an option.
I'd consider the river penalty a bug, since nobody could reasonably argue that was intended. But letting them attack amphibiously from being embarked is much more of a design choice. Not sure if you're interested in trying to split it like that!
From what I could tell, they just didn't bother coding combat odds for bombarding and ranged strikes at all. It's not so much a bug, it's a whole missing feature. Even the odds for attacks vs. a city are a completely separate function, with much logic duplication of course. It has occurred to me that battles odds for all these situations could probably be modded in. It might be a good chunk of work, but probably not too bad. I'll keep it in mind.
<!-- Heli Ambush promotions don't do anything! -->
<UnitPromotions_UnitCombatMods>
<Row>
<PromotionType>PROMOTION_HELI_AMBUSH_1</PromotionType>
<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
<Modifier>25</Modifier>
</Row>
<Row>
<PromotionType>PROMOTION_HELI_AMBUSH_2</PromotionType>
<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
<Modifier>25</Modifier>
</Row>
</UnitPromotions_UnitCombatMods>
<!-- Helicopters have their own version of Ambush, these ones are for ground units and require Drill 2/ Shock 2 as prerequisites! Get rid of them. -->
<UnitPromotions_UnitCombats>
<Delete PromotionType="PROMOTION_AMBUSH_1" UnitCombatType="UNITCOMBAT_HELICOPTER" />
<Delete PromotionType="PROMOTION_AMBUSH_2" UnitCombatType="UNITCOMBAT_HELICOPTER" />
</UnitPromotions_UnitCombats>
I thought there was a range circle, but it's way too faint to be seen when zoomed out. (Also, of course, a circle in civ5 is a hexagon.In civ4 a circle was an octagon)
Remember that against ships they're getting a double hit of -75% (ranged) and -50% (naval) penalties. The wording on the -75% one is confusing... does it modify ranged damage directly, or apply as a normal penalty? If it modifies damage and then the 50% penalty is applied, damage would be 6. However, if it's just a normal penalty, in Civ IV I think penalties were applied as bonuses to the opponent... perhaps V does it the same way:
50 * (1 + sum of bonuses) / (1 + sum of penalties)
50 * 1 / ( 1 + 0.75 + 0.5) = 22
In this case -50% wouldn't be a 50% penalty, but actually a 33% penalty. Additive products are confusing as heck, I prefer straightforward multipliers... otherwise you end up in paradoxes. To keep a 0.5 penalty as 0.5, they could add an inverse to the defender (adding 100% to make the defender twice as strong) but that runs into issues again when you add multiple penalties (two 0.5's would result in 300% defender strength, not 400%). On top of it all, in Civ IV they had all those crazy combat odds calculation formulas after you get the relative strengths so it was impossible to figure relative value without dumping stuff in Excel.