Tekamthi
Deity
- Joined
- Aug 12, 2016
- Messages
- 2,003
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:
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:
known issues/special features:
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:
- Survivalist recon -- high defensive mobility; excels without adjacent support, nigh unkillable with optimal maneuvering, but weaker on attack
- Scout recon -- high offensive mobility; excels as pillager and hunter of wounded units
- Interdiction recon -- front-line support; punishes fortified status of enemy on attack and heals allies
- Blaze recon -- rough terrain and attack specialist; excels at harassing ranged units and flushing enemies into open terrain. increased effectiveness paired with other recon
- 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
- pre/initial-combat:
- these units will cycle back to pre/initial state after 1 turn with no combat/pillaging
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
tier | TB | medic | Scouting | Surv |
1 |
| n/a | n/a |
|
2 |
|
| n/a |
|
3 |
|
|
|
|
4 |
|
|
|
|
5 | n/a | n/a |
| 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
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