Intercept on Recon

Yes, if the unit is damaged, it's interception chance is reduced. And yes, it appears that if the unit is NOT damaged, the interception bonuses are useless. Of course, you could reduce the fighter's 100% chance of interception and that would make the promotions useful again.
 
Yes, if the unit is damaged, it's interception chance is reduced. And yes, it appears that if the unit is NOT damaged, the interception bonuses are useless. Of course, you could reduce the fighter's 100% chance of interception and that would make the promotions useful again.

That's good enough. Basically intercept promotions allow a moderately damaged fighter to remain as high up as 100%. That's not bad.

I can reduce the bombers average evasion scores, which then allows a similar reduction of intercept scores without affecting the scenario's game balance.
 
did you ever get to changing that cpp file, Ambreville? i'd like to know, cuz I need help with making a certain building constructible in a foreign city!

thanks

Nope. It might be some time before I ever get to trying my hand at SDK. Besides, this has to do with units -- not buildings.
 
I meant the visibility before. This is not a hard-coded number. You can find it in the Global Defines XML file. do a search for recon. However, this will change the recon visibility range for all air units. To make something that does it for specific units will require SDK work and I've already added it to my to-do list for my upcoming promotions modcomp (thanks for bringing up the issue ;) ).

Hmm. Wouldn't it be simpler to create a new unit class (call it, say, "Air Recon Units"), assign the U-2 to that class, otherwise make it identical to air units and tell Global Defines to increase the recon visibility for just that class (so normal air units would not be included)?
 
Hmm. Wouldn't it be simpler to create a new unit class (call it, say, "Air Recon Units"), assign the U-2 to that class, otherwise make it identical to air units and tell Global Defines to increase the recon visibility for just that class (so normal air units would not be included)?

It doesn't work like that. You can't tell the global defines to just change one unit class. The program pulls the number from the specified tag in the global defines XML. So if you just created a new tag for "air recon units" in the global defines, it would just ignore it because it hasn't been told to pull from that number. If you change the number from whatever it is now.. let's say it's 5. If you change it from 5 to 10, it will always take the value of 10. The kind of unit will not matter whatsoever unless you change the SDK to take this into account. The global defined reference will have to be removed altogether from the recon visibility range to be different for different units.

You could change the SDK so that it uses a value from the unit class infos, but if you're going to change the SDK and add new attributes and tags to the XML, you might as well make it a promotion instead.
 
Sorry -- I just realized that I used the wrong wording, and just want to make sure we're on the same page.

Instead of "unit class", I meant: unit category (e.g., "Gunpowder units", "Armor Units", etc.) (Unit class is something different, of course.)
 
Sorry -- I just realized that I used the wrong wording, and just want to make sure we're on the same page.

Instead of "unit class", I meant: unit category (e.g., "Gunpowder units", "Armor Units", etc.) (Unit class is something different, of course.)

Again, it's the same problem. Global defines are... well.. global. Meaning that it applies one value for everything. Global defines exist so that players can easily change the values in the XML rather than to force them to go into the SDK to change a relatively hard-coded number.

So when you go into the setReconPlot(..) function in the CvUnit class, you'll see something like this:

Code:
   pNewValue->changeAdjacentSight(getTeam(), [B]GC.getDefineINT("RECON_VISIBILITY_RANGE")[/B], true, this, true);

Don't worry about most of that. The key is the bold portion. What this means is that it's going to look through the global defines, find this tag, and then use the number you've entered there. So if it's 5, then it's going to use 5. If you put 10, it's going to use 10. And it makes absolutely no difference what unit class, unit combat, domain, or anything else you assign to the unit. The global define and the unit's information are not in any way linked.. right now.

But this code would be different.

Code:
   pNewValue->changeAdjacentSight(getTeam(), [B]getReconRange(), [/B]true, this, true);

Because now we're pulling a value based on this particular unit's information. Of course, the code change would be a bit more substantial because the getReconRange function current does not exist, and you'd have to create it and create a new variable to store that information.. but that work is relatively light compared to some things.
 
But not to be a total buzzkill, the good news is that its on the list for things for me to do for my promotion modcomp. ;)


Not at all. I have to learn more C++, this is as good a project as any to start. :D

Another thought: would it be better to create a new mission order, accessible only to the "air recon" unit category? This way, the normal air units can continue to use the regular recon order, while the air recon untis would use the special recon order that will give the extra visibility?
 
Not at all. I have to learn more C++, this is as good a project as any to start. :D

Another thought: would it be better to create a new mission order, accessible only to the "air recon" unit category? This way, the normal air units can continue to use the regular recon order, while the air recon untis would use the special recon order that will give the extra visibility?

I think it would be better to keep the recon mission for recon units, and if you really want to use other air units for recon, in that case substantially decrease the recon visbility range for the latter (no more than 1 or 2 square radius).

The visibility radius really ought to be a function of the aircraft range anyway (and therefore the map scale). So for example, when you run a WWII Pacific War game, with 1 Turn = 1 Month, your recon radius can be quite large. With a WWII Battle of Britain scenario that covers basically England and Germany, with 1 Turn = 1 Day or a few Hours (if this were possible in CIV), the recon range ought to be much smaller obviously!
 
Gedemons Air Force mod has that intercept-recon-missions, if it's not too late...
 
The thread is here. I have the mod itself on my harddrive, which I can't access at the moment. I'll get it later. Where to upload it, then?
 
Yeah, I had a http:// to spare. It's fixed now. :)

I suppose I'll add the file to the database, and then just post a new link in the thread.
 
The original download link says "BtS Air Forces Module", and so does the thread name, but I haven't gotten around to testing it in 3.13 yet. So I can't say for sure. I was planning to pick some elements and add them to my Merged Mod, but I haven't had time yet.
 
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