Spatzimaus
Mad Scientist
Okay, if no one else is going to say anything, I'll mention something I got working for the next version: Lua combat hacks! I figured out the syntax of the RunCombatSim logic, which allows me to do things at the start of each fight.
Specifically, three changes were made so far.
1> When a Ranger enters combat, there is a 10% chance that the opposing unit will take 5 damage, before anything else happens. (Against a Titan, this can make a BIG difference between winning and losing.) I don't know whether this affects whether a unit is counted as "wounded" during the actual combat, but I'm guessing it would. (If the unit was already wounded and the 5 damage would kill it, however, it doesn't seem like it prevents the combat from happening, so the Ranger will still take return damage.)
Note that this'll trigger if the Ranger gets bombarded at range, too, even if the attacker normally can't be hurt in a ranged attack.
2> When a Troll enters combat, there is a 10% chance that it'll immediately heal 5 damage, before anything else happens. It'll still fully heal at the end of the turn, but this makes it much harder to wear its health down through light bombardment on the opponent's turn (-1, -1, -1, whoops it's back up to full again!). And it's even better, if the healed unit wouldn't count as "wounded". It can trigger on ranged attacks too, but that's kinda the point in this case.
(I was tempted to make both of the above be 100% chance of +/-1, but that's too abuseable if it DOES trigger the "wounded" logic. A Ranger could take the appropriate promotion and mop up.)
and the big one:
3> Psi units now work a bit more like they did in SMAC, but in a way that I feel is a bit more balanced. The way it works is this:
If neither unit is Psi, or BOTH are Psi, or a city is involved in any way, there's no change, and the unit fights at its normal strength.
If only one of the two is Psi, the Psi unit's base strength will move up or down up to 25% based on the opponent's base (pre-promotions) strength. So if a Mindworm is strength 45, then it can go up to 56.25 when fighting anything big, or down to 33.75 when fighting something weaker. If you're fighting something between those values, like a Mechanized Infantry (42), then it'll just go equal to the opposing unit. (Again, before promotions are considered.)
For units that have ranged attacks, it'll use whichever strength is higher (which'd be the ranged one most of the time). Unfortunately, the event doesn't register whether the attack itself was ranged or not, so you can get some strange results. For instance, a Bolo (150 strength, 75 ranged) bombards a Nessus Worm from long range, and the Nessus' 130 would move up to 150 despite only being hit by a 75 attack. (Naval units are also lopsided in this direction.) Conversely, if a Combat Mech (100 strength, 120 ranged) gets attacked by a Nessus, the Nessus would only go down to 120 despite being up against the 100 strength. (Artillery units are like this as well.)
In both cases, these make Psi units stronger than normal when attacking artillery units (like the Plasma Artillery, which is 40/60) or defending against naval units.
The reason I did it this way, instead of just copying SMAC's logic, is that I wanted a reason to build the tougher Psi units like the Nessus Worm. Since its base strength is 130, it can only go down so far (down to 97.5, or up to 162.5); a Nessus Worm will always be much harder to kill than the other Psi units. Conversely, a Mind Worm isn't going to even scratch the paint on a Titan unit, since it'll only move up to 56.25 at best.
And remember that Psi units earn XP twice as fast as normal, although they don't spawn Great Generals to compensate. So Psi units will probably have more of those +25% promotions stacked on top of their base strength. (In SMAC, the attacker always had a 10% advantage in Psi combat, but I wanted it to be a bit different.) However, also remember that Psi units get a -25% penalty if they're NOT adjacent to a friendly unit, but this is handled with the promotions, after this strength adjustment.
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So there you have it, three changes to combat. I'm hoping this makes Psi units more interesting, and more worthwhile to build in general. Basically, the units at the top of the tree (Psi units, Golem, Ranger, Troll) are less straightforward than the tanks on the bottom of the tree, but I'm trying to make them still be worth building. And that's where feedback comes in; I need to know whether these actually work, and whether the units these units are now too strong, or are still too weak. (Also: Psi and Titan units start with +10 XP, and Rangers and Trolls start with +30 XP. This counteracts that these units can't be upgraded from things you used in earlier eras.)
The biggest problem with these changes is that the AI is utterly incapable of considering the effects. So the AI'll decide whether or not to attack on the basis of what the strengths were before these kicked in. And it won't show up in the combat odds beforehand, although with enough work I could probably tweak the UI to do so. But since the AI seems to have no qualms about attacking into bad odds, I don't see how this'd change its behavior.
Thoughts? Anyone? Bueller? (40 people have downloaded the last version, SOMEONE must have an opinion.)
Specifically, three changes were made so far.
1> When a Ranger enters combat, there is a 10% chance that the opposing unit will take 5 damage, before anything else happens. (Against a Titan, this can make a BIG difference between winning and losing.) I don't know whether this affects whether a unit is counted as "wounded" during the actual combat, but I'm guessing it would. (If the unit was already wounded and the 5 damage would kill it, however, it doesn't seem like it prevents the combat from happening, so the Ranger will still take return damage.)
Note that this'll trigger if the Ranger gets bombarded at range, too, even if the attacker normally can't be hurt in a ranged attack.
2> When a Troll enters combat, there is a 10% chance that it'll immediately heal 5 damage, before anything else happens. It'll still fully heal at the end of the turn, but this makes it much harder to wear its health down through light bombardment on the opponent's turn (-1, -1, -1, whoops it's back up to full again!). And it's even better, if the healed unit wouldn't count as "wounded". It can trigger on ranged attacks too, but that's kinda the point in this case.
(I was tempted to make both of the above be 100% chance of +/-1, but that's too abuseable if it DOES trigger the "wounded" logic. A Ranger could take the appropriate promotion and mop up.)
and the big one:
3> Psi units now work a bit more like they did in SMAC, but in a way that I feel is a bit more balanced. The way it works is this:
If neither unit is Psi, or BOTH are Psi, or a city is involved in any way, there's no change, and the unit fights at its normal strength.
If only one of the two is Psi, the Psi unit's base strength will move up or down up to 25% based on the opponent's base (pre-promotions) strength. So if a Mindworm is strength 45, then it can go up to 56.25 when fighting anything big, or down to 33.75 when fighting something weaker. If you're fighting something between those values, like a Mechanized Infantry (42), then it'll just go equal to the opposing unit. (Again, before promotions are considered.)
For units that have ranged attacks, it'll use whichever strength is higher (which'd be the ranged one most of the time). Unfortunately, the event doesn't register whether the attack itself was ranged or not, so you can get some strange results. For instance, a Bolo (150 strength, 75 ranged) bombards a Nessus Worm from long range, and the Nessus' 130 would move up to 150 despite only being hit by a 75 attack. (Naval units are also lopsided in this direction.) Conversely, if a Combat Mech (100 strength, 120 ranged) gets attacked by a Nessus, the Nessus would only go down to 120 despite being up against the 100 strength. (Artillery units are like this as well.)
In both cases, these make Psi units stronger than normal when attacking artillery units (like the Plasma Artillery, which is 40/60) or defending against naval units.
The reason I did it this way, instead of just copying SMAC's logic, is that I wanted a reason to build the tougher Psi units like the Nessus Worm. Since its base strength is 130, it can only go down so far (down to 97.5, or up to 162.5); a Nessus Worm will always be much harder to kill than the other Psi units. Conversely, a Mind Worm isn't going to even scratch the paint on a Titan unit, since it'll only move up to 56.25 at best.
And remember that Psi units earn XP twice as fast as normal, although they don't spawn Great Generals to compensate. So Psi units will probably have more of those +25% promotions stacked on top of their base strength. (In SMAC, the attacker always had a 10% advantage in Psi combat, but I wanted it to be a bit different.) However, also remember that Psi units get a -25% penalty if they're NOT adjacent to a friendly unit, but this is handled with the promotions, after this strength adjustment.
----------
So there you have it, three changes to combat. I'm hoping this makes Psi units more interesting, and more worthwhile to build in general. Basically, the units at the top of the tree (Psi units, Golem, Ranger, Troll) are less straightforward than the tanks on the bottom of the tree, but I'm trying to make them still be worth building. And that's where feedback comes in; I need to know whether these actually work, and whether the units these units are now too strong, or are still too weak. (Also: Psi and Titan units start with +10 XP, and Rangers and Trolls start with +30 XP. This counteracts that these units can't be upgraded from things you used in earlier eras.)
The biggest problem with these changes is that the AI is utterly incapable of considering the effects. So the AI'll decide whether or not to attack on the basis of what the strengths were before these kicked in. And it won't show up in the combat odds beforehand, although with enough work I could probably tweak the UI to do so. But since the AI seems to have no qualms about attacking into bad odds, I don't see how this'd change its behavior.
Thoughts? Anyone? Bueller? (40 people have downloaded the last version, SOMEONE must have an opinion.)