have you seen my mod before i merged it with advc?
i had quite well made tech tree i developed over years. but i ditched it.
perhaps you can take a look at it.
No I haven't, could you give me a link where I can found it ?
have you seen my mod before i merged it with advc?
i had quite well made tech tree i developed over years. but i ditched it.
perhaps you can take a look at it.
true -> unless if the unit has ignore building defense.in a city siege, if there is defense % lasting, the ranged attack don't work (tile in grey).
i see, ill adjust it from the xml modifier.ranged attack miss more than 50% of the time, it is far too much, and the retaliate seem always work lol. The ranged strike is not so powerfull so, as I assume, there is no need to add a possible miss.
true -> i separated both so the ai would bombard and ranged as he likes. original idea was to use 1 for all. range that reduces city defense -> as stated above - > damage/hit depends on city %defbombardment and ranged attack always act as separate action, bormbardment don't cause collateral damage while ranged attack don't reduce city defense.
really? you think removing the cap total? how about - make the combat limit - random - meaning, some attacks will be limited by the limit, and some will be un restrained?the combat limit must be at 100% with ranged attack, because without it the game is struck between artillery fire which last forever.
having both attack styles is something i would like. i only fear what the ai would do, not sure though.for now, galleon and privateer/frigate chases them without sinking each other, and it is the caravels, without ranged attack, which kill them when they are wounded. This argue for making boat able to do both ranged strike and point blank strike.
true -> i separated both so the ai would bombard and ranged as he likes. original idea was to use 1 for all. range that reduces city defense -> as stated above - > damage/hit depends on city %def
what do you think should be?
really? you think removing the cap total? how about - make the combat limit - random - meaning, some attacks will be limited by the limit, and some will be un restrained?
the idea was to avoid exploit of ranged by human or ai, which will make it worth while only to range attack, not having to engage in combat and have the units walk out with 100% strength without fighting, just ranged destruction of the enemy.
maybe randomize it can be something in between?
and why forever? should other units attack and kill the ranged?
having both attack styles is something i would like. i only fear what the ai would do, not sure though.
during the tests i have made, i had that also.I think there should be have only one action for attacking cities, which do both. If there is only one, the AI can't make a bad choice if there is no choice at all.
mmm....bummer.But the combat limit has clearly a bad side effect if the unit can only do a ranged strike.
how did you allow both types of attacks?ok test is done : AI used ranged attack if his army is in inferiority, and point blank attack if his army is strongest. Like siege engine against a city.
how did you test in advc? you just added air range to land units?e in a advciv mod
huh good find.But I have found another problem to solve : with ranged strike, boats can go in a city, and fire at will all ennemy boats in near sea, while thoses can't attack boats in the city. Boats in a city should be unable to shot at range.
how did you test in advc? you just added air range to land units?
whats do you think we should have than?
1. remove combat limit -->
thus making the ranged units over powered?
maybe negate that with low damage from ranged
human can exploit it? to ruin enemy units without a loss?
how about - no ranged attack on units if there is city defense %?
and if ignore buildings defense, than, the ranged strike with both lower city defense and will range strike units?
well, thats a VIP mod source code, i left it in.Extended range for unit in garrison in city : hum, I don't think there is a realistic reason to do that, and it give a huge advantage for the defender.
ok, so, allow both types of attacks , shouldnt be hard, ill make it into a game option.Yes, and add the same attack value for air and land. It works fine for navy vs navy.
only thing i fear is that the ai wont handle the siege units right. if the units power is lower than other units, unclear if the AI will decide to build it...First of all, I'm a pragmatic man, I think the best is the simple. So, no combat limit, and see what it does. If it's overpowered, it will become easily noticable, and if it's not, then, no need to do anything about that
But I suppose there shouldn't be a problem : siege units, and boats, have less attack than ground units of their era, and ground units have often terrain bonus defense, so I suppose it will be difficult to wipe out them entirely by the sea, even with the most powerfull boat at disposal. But it is obvious that will be change something in the game and make it more like civ2, and civ1, where navy was dangerous for troups in coastal proximity.
thats a good Aim. i like that, get units that can attack bombarding ships at a lower faster cost.Finally, I think we can counter the power of coastal bombardment with low cost counter units, like submarines (in modern era) which can have a big attack bonus, a poor defense, and a low cost, and then, be the perfect unit to guard your coasts with easy repair and protection in cities or forts. In gunpowder era, it should be ironclad. So powerfull boat can be dreadfull, but, they can be easily sink by low cost counter so, you can't win only with them. And maybe, like in reality, ruin you by using them.
i remember, i played tons of civ2.It make me think of something else : in civ2 there was a city building called "costal defense" which give defense% against boat and attack from the sea like marines. Maybe we could make something like that : a building which do a retaliation fire against ranged strike ? but it would be so powerful that we need in that case the ranged strike capable of destroy some cities building to let a chance to attackers.
actually, yes, VIP mod calculated the damage for the ranged based on the health of the attack and the defender, ill get the formula here.And another thing : is the ranged strike be affected by the health of the firing unit ? I think not. Maybe we can make the strike function of the unit health, so, a wounded unit to 50% health could only do 50% of its regular damage ? it could greatly reduce the threat of ranged strikers.
I'm not sure to understand.
Are you want to say, ancient siege unit before gunpowder, can't attack defenders with ranged strike if they haven't not reduce the city defense yet ? And gunpowder units don't need to reduce the defense and only shot ranged strike which always do the both ?
What do you fear about catapult and trebuchet ? totaly wipe out a defended cities if she don't have any siege engine for retaliate ? if it's the case, it should be the same result, just a matter of time. We can adjust the percent defense destruct which each shot for making it the same time to reduce it to zero than the current bombarment + attack with collateral, so it will result as the same, except the catapult wouldn't be lost, or even wounded, if there isn't any in defense. It is the reason why I previously said it could be necessarily to up the cost of siege engine. We will lost less of them, so they should be costly.
if ill manage to get a fake unit in each city that gives ranged attack, than every city will be able to retaliate vs ranged attacks.But the best for avoiding the player able to exploit something is to make the AI choose to stand some siege engine in city defense, and then, able to retaliate.
will it know that his units are exposed and being attacked? need to test that the units are not sitting ducks.
i was thinking maybe allow an immobile + understandable + capture-able unit , that is created upon city build/build-able from a certain tech. that should be manageable, just the capture thing.
what should be the effect of city defense on ranged units attacks?
while the damage is affected by the city defense amount -> lets say is a city has 15% defense - than, the damage will be - 15% less?
but the combat limit, breaks ranged units abilities to destroy the entire city defense - from range, which i feared. i dont want city conquering becoming easy - just get some ranged, defend them near an enemy city, and range attack until conquer with minimal losses from retaliation if any.
i did set siege units with city defense AI combat , so you should see some defend a city
i dont want to loose track of our decisions , can you have some test files with what we should go with?
https://forums.civfanatics.com/threads/list-of-unitais-and-what-they-do.353919/Is there somewhere I can find the whole list of valid command in the <UnitAIs> tag ?
oops, i meant text...I don't understand "test file". Roadmap file ?
ok, we'll wait and see then.need to be tested.
oh nice, low chances of me to be able to extract something, will try do makde do with what i have...There is a elemenal guardian associated with a building in FFH2
yup, it will just reduce the city defs, if it hits.So a 100% city defense will receive 0 collateral damage
yup, i understand your anecdotes.so we will test it.but I don't think it will be the case.
wont his will render city defense to nothing? after gunpowder units?for gunpowder units, this strike reduce city defense and do collateral no matter what is the remaining city def %.
wont his will render city defense to nothing? after gunpowder units?
- added a game option that will allow sea units to have two attack types - only one at a turn --> do we want for sea units to be able to attack twice? both range both direct?
ok.Against siege units, yes. But city defense always act against regular troups, no ? I think it was already the case.
agreed and done.No they should'nt attack more than one time, without blitz promotion
i hope so. lower power - wont they ai consider the siege bot strong and buy them?maybe a slight modification is needed (lower power or higher cost). But the main goal is reach.
huge? how huge? humm...not sure why the ai wont strike, maybe something in the unit ai...maybe f1rpo can take a look - can you post a save game?a huge stack of catapult don't succes to really destroy by themself defenders of a well defended city. Even with 15 catapults, defenders are totaly healed the turn after. But the AI don't try to wipe this stack out even if there is no ground unit to protect them,
yes i know, we need to accommodate the new changes.we should modifing all the siege engine promotions. probably merge collateral and bombardement upgrade.
i made it as a game option right? so i should set it always to end turn right?it is imperative that units with ranged strike can't be allowed to move + strike, because if so, they can ranged striking AND don't move so heal themself each turn which is ridiculous.
alright - so - we decide on remove random chance? 100% damage success?the missing strike are really useless
i havnt changed the hover info yet, i will.the error of the incorrect value on the information screen for the ranged strike when the mouse is ont the unit selection icon always occur (see screenshot)
not sure i got what you mean?all units has always olders stats so I can't test rennaissance boats (no one has ranged strike except ship of the line) nor if modern units with 100% damage limit would be to powerfull. I will mod it myself and see
huge? how huge? humm...not sure why the ai wont strike, maybe something in the unit ai...maybe f1rpo can take a look - can you post a save game?
i made it as a game option right? so i should set it always to end turn right?
alright - so - we decide on remove random chance? 100% damage success?
not sure i got what you mean?
oh, i might have switched by mistake ...when a siege engine kill another, the log text invert the attacker and the defender (say your trebuchet has kill a canon while it is my canon who kill the trebuchet)
i guess the limit, stops the attack maybe, its gotta switch a target if the limit has been reached.BUT, if there is other units
too much i think, gotta make they ai spam less.15 catapults, near a city with nearly 20 units for defense.
agreed. will remove for next push.Yes, I just want to say there is a major exploit there. I don't know if it is even a good idea to make the option choosable, because it make the game absurd.
yes,Do you know the formula used in ranged strike damage ?
int CvUnit::rangeCombatDamage(const CvUnit* pDefender) const
{
CvPlot* pPlot = pDefender->plot();
//int iOurStrength = airCurrCombatStr(pDefender);
//keldath change - vincentz ranged attack - i hope it right
int iOurStrength = currCombatStr(pPlot,pDefender);
FAssertMsg(iOurStrength > 0, "Combat strength is expected to be greater than zero");
int iTheirStrength = pDefender->maxCombatStr(pPlot, this);
int iStrengthFactor = ((iOurStrength + iTheirStrength + 1) / 2);
int iDamage = std::max(1, ((GC.getDefineINT("RANGE_COMBAT_DAMAGE") * (iOurStrength + iStrengthFactor)) / (iTheirStrength + iStrengthFactor)));
//Vincentz RANGED STRIKE Random Damage Start
//keldath notes - i guess ths controls random damage with added city defense if any
if (pPlot->getPlotCity() != NULL)
{
iDamage *= 100;
iDamage /= std::max(0, (pPlot->getPlotCity()->getBuildingDefense() + 100));
}
iDamage *= (50 + GC.getGame().getSorenRandNum(100, "RandomHit"));
iDamage /= 100;
//Vincentz RANGED STRIKE Random Damage End
return iDamage;
}
maybe - need to apply some code that will return 100% damage on a random factor . i like this idea - exiting attacks...Well, in fact I think what should be really good, is a critical shot : a ranged strike who hit something vital and make the whole boat explode or sink. Perfect shot. Should be relatively rare.
Or maybe just with a bigger range of the damage dice ?
too much i think, gotta make they ai spam less.