- Joined
- May 5, 2005
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In terms of defensive bombard, the guns never really seem to damage the tanks, while rockets can and will damage everything. I suspect (but i don't know) that the 'chance to hit' checks the bombard strength vs the defense stat... so it doesn't seem to matter how many times it tries (ROF?), if the Defense is high enough the artillery just wont hit.
Defensive bombardment always has a rate of fire (=RF) of 1, no matter how high the RF is set for that unit. This also means, it can take out maximal one hitpoint (=HP) of the attacking unit.
In my eyes it is unlucky, that your thoughts about bombardment are centered to landartillery, as landartillery has a not working artificial routine and in my eyes here other ways must be found to let artillery somewhat work. A workaround for landartillery can be found in my mods CCM1 and CCM2 and the scenario SOE.
So here it is better to have a look at the (at least mostly) for the AI working aircraft and naval bombardment, as here working concepts for detailing these kinds of bombardment can be found in some mods and scenarios.
The first fact is, that not only units, but also buildings in a city and terrain improvements (mines, irrigation) can be a target for bombardment.
The question is, how many HPs has a building in a city and a terrain improvement. I think they only have one HP, meaning a low RF and a high bombardment value are enough to take them out. So I think this is a good setting for strategic bombers. It can be improved by giving these strategic bombers the 'collateral damage'-flag, as now such a strategic bomber can take out up to two buildings in a city when flying a strategic bombing attack. I attache a screenshot done during the CCM prebetatesting, where a strategic bomber took out two buildings of a city in a single attack.
Tactical bombers in CCM and SOE have a lower bombardment value, a higher RF, no collateral damage flag, but lethal sea bombardment.
Fighter bombers have a more lower bombardment value, high RF and lethal sea bombardment and a higher defense value (=D). These kind of planes can be seen in the mods RAR and RARR and I plan to improve the fighters in CCM more to these settings, too.
Ground attack planes (Stuka, Sturmovik, A-10 and so on) have higher bombardment and RF values, blitz attack (meaning at least two movement points), lethal sea- and land bombardment, but a lower D.
For naval bombardment in my eyes the same thoughts should be done. Special care should be taken in the bombardment settings of naval units with torpedoes as their main weapons. For mods and scenarios with random maps, I think it is a good idea, to set their bombard value at least as low to have problems of taking out terrain improvements and buildings in cities. In my eyes it is strange, when a WW2 submarine takes out a cathedral with a torpedoe attack. Of course AI units will still try to bombard these targets, what can cost a lot of time (and nerves) in a mod or scenario. For mods and scenarios with fixed maps, for those units (especially WW1 and WW2 submarines) with the Quintillus editor the deepwater harbor function can be used combined with not allowing these kind of units the movement in coastal waters and giving them only a bombard range of one (so they can target nearly no land terrain with the exception of harbor towns that have a deep water tile in front of them) and even can not torpedoe any landunits.
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