There’s a limited pool of combat types. Adding new ones isn’t a good idea.
Gun and melee share traits, distinction is for promotions exclusive to post gunpowder units.
G
Maybe I'm confusing things here then... I play VP primarily in its homemade modpack, hotseat form, albeit with a few additional mods on top (i think i have reforestation, global warming + congress, hex conquer & release, and growing fog of war). The xml that is created in this modpack still has a unitcombat_helicopter in it, with unique helicopter-only promotions still there too and linked to this unitcombat, albeit with no actual units assigned to this tag.
Working with the modpack xml directly, which I assume doesn't have any unitcombat changes outside of VP (though I havent audited the contents of my add-ons), it does not feel like I'm "adding new ones" so much as reclaiming an abandonned unitcombat and molding it into something nearly identical to archer... is that still equally a bad idea?
Ultimately I'd like to recreate the gunship under unitcombat_helicopter with all the same parameters as it has as unitcombat_archer, maybe with one or two terrain and other promotions nixed, and a single added promo for prox to carrier... but I'd prefer not all archers near carrier to have this promo if I can avoid it.
I already have this all done and working (superficially at least) in a test-game, I'm just wondering if somewhere deeper under the hood the AI is gonna horsehocky the bed somewhere down the road because of subtleties of unitcombat changes I don't understand, given the highlight of my modding knowledge at this point is injecting 1-2 lines of my own lua into firetuner...
I'm okay if AI just doesn't know about the new carrier prox promo -- its effect should be very subtle even for human with full knowledge of it -- I'm just hoping it still treats the unit otherwise the same, given that the new(salvaged) unitcombat has been setup the same as the one i just moved it from.
Thanks again for any insight you can share