stolenrays
Deity
- Joined
- Aug 2, 2009
- Messages
- 2,063
There is a modcomp that you can merge that accomplishes the 50-civ request.
Not sure. Haven't touched it in a few months to finish IIW v 1.6. I'd say at least two months because I'm trying to release IIW v1.6 this month. There's nothing really critical missing beside a CTD and a range bombard fix. Is there anything you are looking for?
I actually have a fully functional SVN version with the updates completed so far. Haven't updated most recent versions though.
Yes, Any fixes you may have so I can include them in OGI 3.0. Particularly:
-Fix Archer Bombard Damage 0%
//RevolutionDCM - Archer Bombard fix - report killed units
iUnitDamage = std::max(1, ((GC.getDefineINT("COMBAT_DAMAGE") * (currFirepower(NULL, NULL) + ((currFirepower(NULL, NULL) + pLoopUnit->currFirepower(NULL, NULL) + 1) / 2))) / (pLoopUnit->currFirepower(pPlot, this) + ((currFirepower(NULL, NULL) + pLoopUnit->currFirepower(NULL, NULL) + 1) / 2))));
pLoopUnit->changeDamage(iUnitDamage, getOwner());
I think you are correct ripple. Way too long as compared to the range bombard string of iUnitDamage=
Archer Bombard seems uncessary. It doesn't even have collateral damage. Looking at the code, do you find anything special about it? There is some interesting code about hidden nationality and barbarians that could just be copied over to range bombardment.
All that is needed is to just delete the code and then add the range bombard tag for archers. What do you think?
What sound does the mod use with archery barrage currently? I looked at it uses the air attack sounds. I don't think the sound will change for the unit animation either. Even if it did, I might just need to add a piece of code for archer unitcombats.
Unfortunately, I started a new job and have very little time to complete this or anything else. Any work will have to be done on my off days. But I'm not going to be able to get as much work as before.
I think you are correct ripple. Way too long as compared to the range bombard string of iUnitDamage=
Archer Bombard seems uncessary. It doesn't even have collateral damage. Looking at the code, do you find anything special about it? There is some interesting code about hidden nationality and barbarians that could just be copied over to range bombardment.
All that is needed is to just delete the code and then add the range bombard tag for archers. What do you think?
I'll give my two cents: I think range bombardment would work fine for archers. The only thing is getting the barrage sound correct when using archers. A lot of code could be deleted, if you figure this one out.
apparently the damage from archers might look as if it is 0% because it rounds down. However, I we need to check it more thoroughly because I could have swore that it still lists 0 no matter what.
Can you do the merge for me. I do not have the SDK skills required.There is a modcomp that you can merge that accomplishes the 50-civ request.