Counter-Reconnaissance (for VP)

Counter-Reconnaissance 44

Tekamthi

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Aug 12, 2016
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v6+ REQUIREMENT: RPTC fast rivers mod component

The combat 'vibe' of recon units in VP is just off -- here we fix that by assigning proper combat attributes with some lua help for sneaky ambushes, diversionary strikes, and hit-and-run style gameplay while respecting reconnaissance role as light assault, and keeping everything within AI's capabilities.

Over iterative updates & playtests, 4 parallel but distinct recon roles/builds have emerged via this mod; each can be realized at level 5/6, and maintain their distinctiveness through the full 'super recon' evolution via mutual exclusion of certain key promos. There are also some ~equally valuable jack-of-all-trades hybrid builds, and sub-variants of the specializations, ensuring that if you typically build 1-3 recon through early-mid game, you can and likely will pursue distinct but still viable recon units through successive games:
  1. Survivalist recon -- high defensive mobility; excels without adjacent support, nigh unkillable with optimal maneuvering, but weaker on attack
  2. Scout recon -- high offensive mobility; excels as pillager and hunter of wounded units
  3. Interdiction recon -- front-line support; punishes fortified status of enemy on attack and heals allies
  4. Blaze recon -- rough terrain and attack specialist; excels at harassing ranged units and flushing enemies into open terrain. increased effectiveness paired with other recon
Beyond specializations via promos, the following recon-role-defining attributes are applied:
  • recon will toggle between a pre- and post-combat state
  • paratrooper and beyond are only affected by specific finisher promos with pre/post effects, if they have them
  • all recon-xp eligible units (ie pre-paratrooper) function as follows:
    • pre/initial-combat:
      • invisibility
      • 1-range attack at 50% CS vs land targets only
      • lost on combat, restored when out-of-combat for 1 turn
    • post/subsequent-combat:
      • (no invisibility, range attack)
      • withdraw from melee
      • -20% attack against fortified units & full hp units & above 50% hp units & cities (each 20% malus stacks ie -60% attack vs a full hp, fortified unit)
      • vision reduced to 1
      • expires after 1-turn combat free
  • these units will cycle back to pre/initial state after 1 turn with no combat/pillaging
4.10+ recon promo tree (adjustments from counter-recon mod only):
Spoiler :
there are 2 sql files via which these changes are achieved -- the rebalance can be deleted if only the pre-/post-combat state is desired (ie if pairing with another recon rebalance mod):
  • normal text = rebalance sql
  • italicized text = lua-based functionality, 2nd sql
tierTBmedicScoutingSurv
1
  • +10% forest/jungle/hill attack
  • +1 hp from move in forest/jungle plot during non-combat turn
  • (sight moved to tb3)
  • (keeps vp movement bonus)
n/a​
n/a​
  • +10% defense in open
  • +1 hp from move in river plot during non-combat turn
  • (no river penalties from RPTC fast rivers requirement)
  • (loses +25% defense & +5 heal)
2
  • +10% rough combat
  • +1 hp from move in marsh/oasis during non-combat turn
  • -10% damage from cities
  • (keeps vp movement bonus)
  • medic 1 require 1st tier of tb/surv (earlier than 2nd tier from status quo)
  • (effect unchanged)
n/a​
  • +10% ranged defense
  • +10% cs in working radius of friendly city
  • +1 hp from move in fresh water during non combat turn
  • (double river movement from RPTC fast rivers requirement)
  • (loses +25% defense & +5 heal)
3
  • +10% cs per adjacent recon
  • +1 sight
  • double heal marsh/oasis/forest/jungle
  • (embark, mountain access to scouting 1)
  • (loses ignore zoc)
  • (loses +20% outside friendly)
  • blocks surv3/med2 choice
  • (medic 2 effect unchanged)
  • blocks tb3/surv3 choice
  • scouting 1 req tier 2 of tb or surv (same as status quo)
  • +10% attack vs units under 50% hp
  • embark & mountain access
  • (sight bonus moved to surv3)
  • +10% CS if not adjacent to any friendly
  • +1 sight
  • (loses free pillage, keeps Always heal)
  • blocks med2/tb3 choice
4
  • req tb3 only
  • blocks all 3 other mod-added 'finisher' promos
  • +5% attack
  • can always move after kill
  • attack-only plague:
    • sight reduced to 1
    • rough terrain ends turn
    • -10% vs recon
    • 2 turn duration or lost on combat
  • recon-only medic 3
  • req med2 only
  • blocks all 3 other mod-added 'finisher' promos
  • before combat:
    • +5% fortify strength,
    • +5% per adjacent friendly
  • after combat:
    • +10% fortify strength,
    • sap adjacent enemy moves by 1
  • attack-only plague:
    • 1 turn duration, reset on combat
    • -5% fortify strength
    • -5 heal outside enemy
    • lost on move
  • any attacker of plagued unit gains a +5 heal bonus outside friendly
    • 2 turn duration
    • lost if unit engages in combat or moves
  • (unchanged movement bonus)
  • +10% attack vs wounded units
  • req surv3 only
  • blocks all 3 other mod-added 'finisher' promos
  • pre-combat:
    • +5% defense
    • withdraw from melee
  • in post-combat state:
    • +10% defense
    • +5 hp on kill
    • enemies that end their turn adjacent take 5 dmg
5n/an/a
  • req scouting 2
  • blocks all 3 other mod-added 'finisher' promos
  • +5% attack vs fortified
  • half-cost pillage moves
  • pre-combat:
    • +5 hp to adjacent on pillage
  • after combat:
    • +5 hp on pillage
    • ignore ZoC
n/a

Some of these stacked combat %'s may seem complex -- they're all aimed at making the recon less of a full-assault unit vs regulars and moreso a light-assault opportunist. The resulting recon gameplay here will be noticeably weak at attacking fortified positions & full HP regular units, or holding a position against multiple attackers, but good at neutralizing isolated, damaged units away from the main line, and surviving/escaping the more difficult encounters. Generally the optimal combat pattern in 1v1 will now involve a few cycles of attack/retreat before being able to neutralize an enemy in the more conventional combat style

Fast Rivers component of RPTC is now required; works best if also combined with Fast Coast & Fast Coastal components of my recon movement mod.

setup instructions:
  • just use as you would any other mod (for best results, ensure this is the last you load that makes recon-related changes)
OR​
  • this is not intended to be used in components to the extent that RPTC movement mod is, but if you want only the lua-based functionalty (ie invisibility toggle, pre/post combat configurations, on-move healing), delete the 417adjustments sql (this is untested but should theoretically work with most other recon rebalance mods -- no promises)
  • alternatively you can delete the lua and counter recon sql and keep only the rebalance, but idk that this is worthwhile -- without the other functionality the tree rebalance is probably underwhelming

known issues/special features:
  • recon that toggle out of invisibility while on auto-explore (eg when embarking) will have to be manually set back on auto-explore
  • if recon is toggled out of invisibility while defending, they cannot heal/fortify on the next turn
In addition to the components of Recon Pay Terrain Cost suggested above, combining with Exploration Heritage is recommended.
 
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I've played through the early-to-mid game with this a couple times now, including one game where I purposefully built an army of recon & ranged and a few mounted, no ordinary melee. I generally enjoy the effect, it's not all that impactful really, or at least I haven't figured out how to exploit it to any big advantage, yet -- but as currently deployed, it seems to make recon slightly better at holding ground rather than the intention of conferring a hit-and-run, or some other unique role.

In hindsight, obviously the slower movement post-combat, along with defense and weak-pilum bonus during these turns would have this effect, though my intention there was to give the unit some versatility & survivability while it had its mobility impaired, rather than make fortifying the obvious post-combat play. There are many promotion effects that could be added or swapped for the current benefit/malus combo on the post-combat promo, I think this is what I'll be looking at adjusting, just not sure exactly what direction to take. I think the 'screened' promotion on opponents works well enough for what it is, though am open to tweaking it too.

The first change I'm considering is inverting the attack/defense bonus/malus. ie currently, recon becomes better defender and worse attacker temporarily, post-combat; should probably be better attacker and worse defender in some capacity (maybe via something other than just straight % changes)

For anyone that's given it a serious go and enjoys the concept of recon transitioning between pre- and post-combat configuration, have a look at the promo table field headings pasted below, they're partially self-explanatory... the ones we might use here should mostly be anyway. Let me know if anything strikes you as a good fit for this mod:

Spoiler :

<Column name="InstaHeal" type="boolean" default="0"/>
<Column name="Leader" type="boolean" default="0"/>
<Column name="Blitz" type="boolean" default="0"/>
<Column name="Amphib" type="boolean" default="0"/>
<Column name="River" type="boolean" default="0"/>
<Column name="EnemyRoute" type="boolean" default="0"/>
<Column name="RivalTerritory" type="boolean" default="0"/>
<Column name="MustSetUpToRangedAttack" type="boolean" default="0"/>
<Column name="RangedSupportFire" type="boolean" default="0"/>
<Column name="CanMoveAfterAttacking" type="boolean" default="0"/>
<Column name="AlwaysHeal" type="boolean" default="0"/>
<Column name="HealOutsideFriendly" type="boolean" default="0"/>
<Column name="HillsDoubleMove" type="boolean" default="0"/>
<Column name="RoughTerrainEndsTurn" type="boolean" default="0"/>
<Column name="IgnoreTerrainCost" type="boolean" default="0"/>
<Column name="HoveringUnit" type="boolean" default="0"/>
<Column name="FlatMovementCost" type="boolean" default="0"/>
<Column name="CanMoveImpassable" type="boolean" default="0"/>
<Column name="NoCapture" type="boolean" default="0"/>
<Column name="OnlyDefensive" type="boolean" default="0"/>
<Column name="NoDefensiveBonus" type="boolean" default="0"/>
<Column name="NukeImmune" type="boolean" default="0"/>
<Column name="HiddenNationality" type="boolean" default="0"/>
<Column name="AlwaysHostile" type="boolean" default="0"/>
<Column name="NoRevealMap" type="boolean" default="0"/>
<Column name="Recon" type="boolean" default="0"/>
<Column name="CanMoveAllTerrain" type="boolean" default="0"/>
<Column name="FreePillageMoves" type="boolean" default="0"/>
<Column name="AirSweepCapable" type="boolean" default="0"/>
<Column name="AllowsEmbarkation" type="boolean" default="0"/>
<Column name="EmbarkedAllWater" type="boolean" default="0"/>
<Column name="HealIfDestroyExcludesBarbarians" type="boolean" default="0"/>
<Column name="RangeAttackIgnoreLOS" type="boolean" default="0"/>
<Column name="CityAttackOnly" type="boolean" default="0"/>
<Column name="CaptureDefeatedEnemy" type="boolean" default="0"/>
<Column name="HealOnPillage" type="boolean" default="0"/>
<Column name="IgnoreGreatGeneralBenefit" type="boolean" default="0"/>
<Column name="IgnoreZOC" type="boolean" default="0"/>
<Column name="HasPostCombatPromotions" type="boolean" default="0"/>
<Column name="PostCombatPromotionsExclusive" type="boolean" default="0"/>
<Column name="RangedAttackModifier" type="integer" default="0"/>
<Column name="InterceptionCombatModifier" type="integer" default="0"/>
<Column name="InterceptionDefenseDamageModifier" type="integer" default="0"/>
<Column name="AirSweepCombatModifier" type="integer" default="0"/>
<Column name="ExtraAttacks" type="integer" default="0"/>
<Column name="ExtraNavalMovement" type="integer" default="0"/>
<Column name="VisibilityChange" type="integer" default="0"/>
<Column name="MovesChange" type="integer" default="0"/>
<Column name="MoveDiscountChange" type="integer" default="0"/>
<Column name="RangeChange" type="integer" default="0"/>
<Column name="InterceptChanceChange" type="integer" default="0"/>
<Column name="NumInterceptionChange" type="integer" default="0"/>
<Column name="EvasionChange" type="integer" default="0"/>
<Column name="CargoChange" type="integer" default="0"/>
<Column name="EnemyHealChange" type="integer" default="0"/>
<Column name="NeutralHealChange" type="integer" default="0"/>
<Column name="FriendlyHealChange" type="integer" default="0"/>
<Column name="SameTileHealChange" type="integer" default="0"/>
<Column name="AdjacentTileHealChange" type="integer" default="0"/>
<Column name="EnemyDamageChance" type="integer" default="0"/>
<Column name="NeutralDamageChance" type="integer" default="0"/>
<Column name="EnemyDamage" type="integer" default="0"/>
<Column name="NeutralDamage" type="integer" default="0"/>
<Column name="CombatPercent" type="integer" default="0"/>
<Column name="CityAttack" type="integer" default="0"/>
<Column name="CityDefense" type="integer" default="0"/>
<Column name="RangedDefenseMod" type="integer" default="0"/>
<Column name="HillsAttack" type="integer" default="0"/>
<Column name="HillsDefense" type="integer" default="0"/>
<Column name="OpenAttack" type="integer" default="0"/>
<Column name="OpenRangedAttackMod" type="integer" default="0"/>
<Column name="OpenDefense" type="integer" default="0"/>
<Column name="RoughAttack" type="integer" default="0"/>
<Column name="RoughRangedAttackMod" type="integer" default="0"/>
<Column name="RoughDefense" type="integer" default="0"/>
<Column name="AttackFortifiedMod" type="integer" default="0"/>
<Column name="AttackWoundedMod" type="integer" default="0"/>
<Column name="FlankAttackModifier" type="integer" default="0"/>
<Column name="NearbyEnemyCombatMod" type="integer" default="0"/>
<Column name="NearbyEnemyCombatRange" type="integer" default="0"/>
<Column name="UpgradeDiscount" type="integer" default="0"/>
<Column name="ExperiencePercent" type="integer" default="0"/>
<Column name="AdjacentMod" type="integer" default="0"/>
<Column name="AttackMod" type="integer" default="0"/>
<Column name="DefenseMod" type="integer" default="0"/>
<Column name="DropRange" type="integer" default="0"/>
<Column name="GreatGeneral" type="boolean" default="0"/>
<Column name="GreatAdmiral" type="boolean" default="0"/>
<Column name="GreatGeneralModifier" type="integer" default="0"/>
<Column name="GreatGeneralReceivesMovement" type="boolean" default="0"/>
<Column name="GreatGeneralCombatModifier" type="integer" default="0"/>
<Column name="FriendlyLandsModifier" type="integer" default="0"/>
<Column name="FriendlyLandsAttackModifier" type="integer" default="0"/>
<Column name="OutsideFriendlyLandsModifier" type="integer" default="0"/>
<Column name="HPHealedIfDestroyEnemy" type="integer" default="0"/>
<Column name="ExtraWithdrawal" type="integer" default="0"/>
<Column name="EmbarkExtraVisibility" type="integer" default="0"/>
<Column name="EmbarkDefenseModifier" type="integer" default="0"/>
<Column name="CapitalDefenseModifier" type="integer" default="0"/>
<Column name="CapitalDefenseFalloff" type="integer" default="0"/>
<Column name="CityAttackPlunderModifier" type="integer" default="0"/>
<Column name="ReligiousStrengthLossRivalTerritory" type="integer" default="0"/>
<Column name="TradeMissionInfluenceModifier" type="integer" default="0"/>
<Column name="TradeMissionGoldModifier" type="integer" default="0"/>
<Column name="GoldenAgeValueFromKills" type="integer" default="0"/>
<Column name="Sapper" type="boolean" default="0"/>
<Column name="HeavyCharge" type="boolean" default="0"/>
<Column name="LayerAnimationPath" type="text" default="NULL"/>
<Column name="TechPrereq" type="text" default="NULL"/>
<Column name="Invisible" type="text" default="NULL"/>
<Column name="SeeInvisible" type="text" default="NULL"/>
<Column name="PromotionPrereq" type="text" default="NULL"/>
<Column name="PromotionPrereqOr1" type="text" default="NULL"/>
<Column name="PromotionPrereqOr2" type="text" default="NULL"/>
<Column name="PromotionPrereqOr3" type="text" default="NULL"/>
<Column name="PromotionPrereqOr4" type="text" default="NULL"/>
<Column name="PromotionPrereqOr5" type="text" default="NULL"/>
<Column name="PromotionPrereqOr6" type="text" default="NULL"/>
<Column name="PromotionPrereqOr7" type="text" default="NULL"/>
<Column name="PromotionPrereqOr8" type="text" default="NULL"/>
<Column name="PromotionPrereqOr9" type="text" default="NULL"/>
<Column name="PediaType" type="text" />
<Column name="PediaEntry" type="text" />
<Column name="MaxHitPointsChange" type="INTEGER" default="0"/>
<Column name="MaxHitPointsModifier" type="INTEGER" default="0"/>
<Column name="MinimumRangeRequired" type="INTEGER" default="0"/>
<Column name="MaximumRangeRequired" type="INTEGER" default="0"/>
<Column name="MountedOnly" type="BOOLEAN" default="0"/>
<Column name="AttackFullyHealedMod" type="INTEGER" default="0"/>
<Column name="AttackAbove50HealthMod" type="INTEGER" default="0"/>
<Column name="AttackBelowEqual50HealthMod" type="INTEGER" default="0"/>
<Column name="RangedFlankAttack" type="INTEGER" default="0"/>
<Column name="ExtraFlankPower" type="INTEGER" default="0"/>
<Column name="SplashDamage" type="INTEGER" default="0"/>
<Column name="AOEDamageOnKill" type="INTEGER" default="0"/>
<Column name="AoEWhileFortified" type="INTEGER" default="0"/>
<Column name="AoEDamageOnMove" type="INTEGER" default="0"/>
<Column name="WorkRateMod" type="INTEGER" default="0"/>
<Column name="ReconChange" type="INTEGER" default="0"/>
<Column name="PromotionDuration" type="INTEGER" default="0"/>
<Column name="IsLostOnMove" type="BOOLEAN" default="0"/>
<Column name="NegatesPromotion" type="TEXT" default="NULL"/>
<Column name="ForcedDamageValue" type="INTEGER" default="0"/>
<Column name="ChangeDamageValue" type="INTEGER" default="0"/>
<Column name="CannotBeCaptured" type="BOOLEAN" default="0"/>
<Column name="CapturedUnitsConscripted" type="BOOLEAN" default="0"/>
<Column name="BarbarianCombatBonus" type="INTEGER" default="0"/>
<Column name="MoraleBreakChance" type="INTEGER" default="0"/>
<Column name="BarbarianOnly" type="BOOLEAN" default="0"/>
<Column name="CityStateOnly" type="BOOLEAN" default="0"/>
<Column name="StrongerDamaged" type="BOOLEAN" default="0"/>
<Column name="FightWellDamaged" type="BOOLEAN" default="0"/>
<Column name="GeneralGoldenAgeExpPercent" type="INTEGER" default="0"/>
<Column name="IsNearbyPromotion" type="BOOLEAN" default="0"/>
<Column name="NearbyRange" type="INTEGER" default="0"/>
<Column name="GiveDomain" type="TEXT" default="NULL"/>
<Column name="GiveCombatMod" type="INTEGER" default="0"/>
<Column name="GiveHPHealedIfEnemyKilled" type="INTEGER" default="0"/>
<Column name="GiveExperiencePercent" type="INTEGER" default="0"/>
<Column name="GiveOutsideFriendlyLandsModifier" type="INTEGER" default="0"/>
<Column name="GiveExtraAttacks" type="INTEGER" default="0"/>
<Column name="GiveDefenseMod" type="INTEGER" default="0"/>
<Column name="GiveInvisibility" type="BOOLEAN" default="0"/>
<Column name="GiveOnlyOnStartingTurn" type="BOOLEAN" default="0"/>
<Column name="NearbyCityCombatMod" type="INTEGER" default="0"/>
<Column name="NearbyFriendlyCityCombatMod" type="INTEGER" default="0"/>
<Column name="NearbyEnemyCityCombatMod" type="INTEGER" default="0"/>
<Column name="NearbyHealEnemyTerritory" type="INTEGER" default="0"/>
<Column name="NearbyHealNeutralTerritory" type="INTEGER" default="0"/>
<Column name="NearbyHealFriendlyTerritory" type="INTEGER" default="0"/>
<Column name="MountainsDoubleMove" type="BOOLEAN" default="0"/>
<Column name="EmbarkFlatCost" type="BOOLEAN" default="0"/>
<Column name="DisembarkFlatCost" type="BOOLEAN" default="0"/>
<Column name="NumRepairCharges" type="INTEGER" default="0"/>
<Column name="GetGroundAttackDamage" type="INTEGER" default="0"/>
<Column name="MilitaryCapChange" type="INTEGER" default="0"/>
<Column name="CombatBonusFromNearbyUnitClass" type="INTEGER" default="-1"/>
<Column name="NearbyUnitClassBonusRange" type="INTEGER" default="0"/>
<Column name="NearbyUnitClassBonus" type="INTEGER" default="0"/>
<Column name="AirInterceptRangeChange" type="INTEGER" default="0"/>
<Column name="ConvertDomainUnit" type="TEXT" default="NULL"/>
<Column name="ConvertDomain" type="TEXT" default="NULL"/>
<Column name="WonderProductionModifier" type="INTEGER" default="0"/>
<Column name="LandAirDefenseBonus" type="INTEGER" default="0"/>
<Column name="DiploMissionInfluence" type="INTEGER" default="0"/>
<Column name="PlagueChance" type="INTEGER" default="0"/>
<Column name="PlaguePromotion" type="TEXT" default="NULL"/>
<Column name="IsPlague" type="BOOLEAN" default="0"/>
<Column name="PlagueID" type="INTEGER" default="-1"/>
<Column name="PlaguePriority" type="INTEGER" default="0"/>
<Column name="PlagueIDImmunity" type="INTEGER" default="0"/>
<Column name="OpenFromMod" type="INTEGER" default="0"/>
<Column name="RoughFromMod" type="INTEGER" default="0"/>
<Column name="NoSupply" type="INTEGER" default="0"/>
<Column name="StackedGreatGeneralXP" type="INTEGER" default="0"/>
<Column name="GoodyHutYieldBonus" type="INTEGER" default="0"/>
<Column name="GainsXPFromScouting" type="BOOLEAN" default="0"/>
<Column name="GainsXPFromPillaging" type="BOOLEAN" default="0"/>
<Column name="GainsXPFromSpotting" type="BOOLEAN" default="0"/>
<Column name="MultiAttackBonus" type="INTEGER" default="0"/>
<Column name="DamageReductionCityAssault" type="INTEGER" default="0"/>
<Column name="IsConvertOnDamage" type="BOOLEAN" default="0"/>
<Column name="IsConvertOnFullHP" type="BOOLEAN" default="0"/>
<Column name="ConvertDamageOrFullHPUnit" type="TEXT" default="NULL"/>
<Column name="DamageThreshold" type="INTEGER" default="0"/>
<Column name="IsConvertEnemyUnitToBarbarian" type="BOOLEAN" default="0"/>
<Column name="PillageBonusStrength" type="INTEGER" default="0"/>
<Column name="ReligiousPressureModifier" type="INTEGER" default="0"/>
<Column name="AdjacentCityDefenseMod" type="INTEGER" default="0"/>
<Column name="NearbyEnemyDamage" type="INTEGER" default="0"/>
<Column name="AdjacentEnemySapMovement" type="INTEGER" default="0"/>
<Column name="MilitaryProductionModifier" type="INTEGER" default="0"/>
<Column name="HighSeaRaider" type="BOOLEAN" default="0"/>
<Column name="NoAdjacentUnitMod" type="INTEGER" default="0"/>
<Column name="AuraRangeChange" type="INTEGER" default="0"/>
<Column name="AuraEffectChange" type="INTEGER" default="0"/>
<Column name="IgnoreTerrainDamage" type="INTEGER" default="0"/>
<Column name="IgnoreFeatureDamage" type="INTEGER" default="0"/>
<Column name="ExtraTerrainDamage" type="INTEGER" default="0"/>
<Column name="ExtraFeatureDamage" type="INTEGER" default="0"/>
<Column name="CanCrossIce" type="INTEGER" default="0"/>
<Column name="CanCrossMountains" type="INTEGER" default="0"/>
<Column name="CanCrossOceans" type="INTEGER" default="0"/>
<Column name="EmbarkedDeepWater" type="INTEGER" default="0"/>
<Column name="NearbyImprovementCombatBonus" type="INTEGER" default="0"/>
<Column name="NearbyImprovementBonusRange" type="INTEGER" default="0"/>
<Column name="CombatBonusImprovement" type="INTEGER" default="-1"/>
 
Last edited:
Tekamthi updated Counter-Reconnaissance (for VP) with a new update entry:

re-designed bonus/malus

same concept as v1 ie. recon have a pre- and post-combat status, but with effects re-aligned and scaled back:

pre-combat recon promo:
  • replaces ignore terrain cost promo, applies same effect w/ following additions
  • disabled for 2-turns after combat
  • 5 dmg to adjacent enemies on fortify (weak pilum)
  • applies malus promo to any unit engaged in melee combat
post-combat promo:
  • 'ignore terrain cost' disabled
  • vision reduced to 1
  • +10% CS if not adjacent to...

Read the rest of this update entry...
 
Tekamthi updated Counter-Reconnaissance (for VP) with a new update entry:

Hit & run update

intended to be paired with Recon Pay Terrain Cost.
  • Removed AoE dmg on fortify (pointless infringement on pilum UU)
  • Flipped the combat strength bonus when not adjacent to friendlies to the pre-combat promo
  • Also flipped "Ignore Terrain Cost" bonus to the post-combat promo only, and added "defensiveOnly" (you get 1 turn of super speed to get away, but cannot attack...

Read the rest of this update entry...
 
New version is being tested, redesigned for 4.17, attempting to rebalance promo trees as well as refine the existing v3 mechanism here for a more natural feel, better ai compatibility.

I will test this one a little further before publishing here, but if anyone out there is really keen and wants to help test/evaluate, please pm, I will send a copy.

Specifically, I need to confirm my reworked invisibility is 'good enough' to be used in general play. Previously we just made all our pre-para recon use the invisibility in a very flat way. Now I am toggling it off briefly after combat. This works, but only by bending what the engine wants to do; the result seems to be somewhere around 90-95% of the expected behavior, however with small temporary inconsistencies: certain circumstances will lead to an invisible unit being visible when it shouldn't for 1 turn before the engine corrects -- for example, if a visible unit is toggled to invisible, it will stay visible until moves or ends it's turn somewhere where it should not be visible, and then the invisibility kicks in afterwards.
 
Tekamthi updated Counter-Reconnaissance (for VP) with a new update entry:

limited range attack, balance adjustments, technical improvements

  • re-shuffled vp 4.10+ tree once again for balance and thematic value
  • pre-para recon will now range attack at 50% strength in their pre-combat state (any combat converts it back to melee temporarily)
  • improved consistency of pre/post combat transition (pillaging now converts to visible, etc.) & related promos (or not) while embarked
  • added UnitAI_Fast_Attack to all pre-para recon (vp 4.17 default has them as explore ai only)
  • some new lua-based abilities (eg. free pillage...

Read the rest of this update entry...
 
Last edited:
Tekamthi updated Counter-Reconnaissance (for VP) with a new update entry:

balance adjustments, refinements

same general functionality as v5 but adjusted for gameplay balance.
  • RPTC fast rivers component now required -- balancing a mobility branch vs a combat branch is not good gameplay, both main branches now have similar but different mobility, healing, and combat bonuses.
  • v5 super recon was too whacky; tb3/surv3/med2 are now all mutually exclusive of one another
  • concealed/non-combat promo disables in mountains.
  • combat bonuses redistributed slightly

Read the rest of this update entry...

edit:

Please note the new requirement for v6; download it HERE. (alternatively you can delete this requirement in the .modinfo file if you really don't want it)

v6 has now mitigated some of the v5 super recon balance issues -- need feedback from players of this mod: what gameplay exploits have you found using v6 CR abilities? Also,
  1. from a thematic perspective, what aspect of the CR recon role continues to "feel" off, or is jarring in some way?
  2. general comments on combat strength balance
  3. observations on AI use
I won't plan any significant updates here until post 4uc, and probably at least one round of congress. But am interested in balance tweaks. I think one of these will have to be to reassign bainderantes free promo (it is currently given one of the mutually-exclusive ones here ie the free promo locks it out of other choices); which should it receive instead? I'm thinking free 'resupply' (recon medic line finisher, added by CR) promo

Also, if the double river moves on the survival branch is undesireable as requirement, we can swap with double move in coast -- i'd like to have some mobility on surv side of the tree however, everything just fits together better this way

Ultimately i'm hoping vp congress will find a better, balanced version of the mainbranch promos, and this mod can become exclusively about the pre/post toggle mechanism & exotic finishers. But for now we have to rebalance the wonky promo tree....
 
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Tekamthi updated Counter-Reconnaissance (for VP) with a new update entry:

balance & text updates... finally game-ready?

balance updates to the VP promo tree, and mod special promos:
  • using the pre/post combat toggle to greater effect to limit some quasi-OP abilities (eg ignore ZoC) into the post-combat state only
  • scouting branch finisher added, there are now 4 distinct recon builds that can be realized at lvl 5/6
  • most bugs seems to have been resolved, tree is balanced, super recon mitigated, the redefined recon role feels good...
  • updating version numbering to loosely match VP (in this case...

Read the rest of this update entry...

edit: this once experimental mod is feeling pretty good. feedback welcome/encouraged... trying to hunt down any last bugs, smooth out the tree, and fine tune % bonuses. After VP makes its next recon update, this project will be reduced to the pre-/post-invisibility toggle only (i will probably also ditch the finisher promos, as its very tedious to maintain), so enjoy this form of the promo tree while it lasts... PLEASE NOTE THERE IS STILL A REQUIREMENT FOR 1 RPTC COMPONENT, see OP for link

(OP updated to reflect v42 functionality)
 
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Tekamthi updated Counter-Reconnaissance (for VP) with a new update entry:

bugfix & finisher adjustments

  • fixed go-to auto-routing reset when unit toggles out of invisibility
  • fortified unit in pre-combat state will now stay in pre-combat state (allows unit to fortify in one position and mitigates occurrence of heal/fortify bug post invis when toggled while defending)
  • small updates to the other 3 finishers not updated last time

Read the rest of this update entry...

edit:
made some updates to finishers that need double-checking that everything is functioning as per text, & that nothing is particularly over- or under-tuned -- i suspect more balance adjustments will be needed, some things being used now are relatively new additions to VP tables... but if working as intended, the finishers should feel a little more special vs the other picks available, for now. I haven't tested each adjustment yet, and won't have much time to do so going forward, so posting current state in hopes community will find anything that needs fixing, if anything does...
 
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