Is there a mod that removed/downgrades the combat RNG?

If your combat mod sets NoCustomAssets=1, then I don't see how any BUG etc. installations could interfere with it. In principle, several BUG-based mods can share the same BUG settings under My Games, but I think the latest versions of BUG store their settings in the respective mod folder, e.g. Mods\BUGBULL\UserSettings\BUG Main Interface.ini. If you want to allow CustomAssets, then, no, I don't think that'll work with BULL or BAT under CustomAssets; only one DLL will get loaded (and it should be the one from the combat mod). I don't have first-hand experience with this though – I've never installed anything under CustomAssets
After playing with it some more, the good news is that I won't need to distribute BUG or BULL w/ my mod - I can just compile the CvGameCoreDLL.dll and have people replace the one generated by BULL with it :) According to the notes in BULL, they made it work with BUG by purposefully avoiding overalpping any custom files with them (which I also noticed when copying the folders to CustomAssets), so theoretically I could do the same. I'm just interested in the DLL though, unless I need some CusomAssets to add to the menu stuff. I assume I can do the same as BULL did in that case since they extended the BUG options menu.
 
Well if we are listing dream features for a modern day mod I have to suggest taking a look at the metal weapons from FFH. Basically instead of needing iron or copper to unlock certain units (some still require them) having access to iron or copper gives your units free promotions called Iron weapons or Copper Weapons that make them more powerful than their lesser equipped counterparts.
I have always wanted to make a similar change but instead of targeting combat strength I would target upkeep: instead of having a base amount of free units, each instance of a strategic resource will allow you to own a number of corresponding units without upkeep.

I'm worried that direct +1 strength with copper can still be quite deadly to the one who doesn't have it, and doesn't solve the problem that not having the strategic resource of the times is inherently dangerous, especially in the early game where even +1 has a significant impact.
 
On the other hand it is a way of keeping older units relevant for longer without updates. Warrior + iron weapons > axeman without any resources. Not literally but you get the idea.
 
On the other hand it is a way of keeping older units relevant for longer without updates. Warrior + iron weapons > axeman without any resources. Not literally but you get the idea.
Which brings yet another problem: older, cheaper units getting stronger. So it's worth not to progress in the tech tree.
 
Which brings yet another problem: older, cheaper units getting stronger. So it's worth not to progress in the tech tree.
It works great in FFH. It really adds a new layer of strategy to the game. Do you push for new units or for resources? Do you save money to upgrade or do you go with what you have etc.
It's not just the boring strait new = better => tech lead = invincible. I have a hard time putting things into words today for some reason though. Blame the blood pressure.
 
It works great in FFH. It really adds a new layer of strategy to the game. Do you push for new units or for resources? Do you save money to upgrade or do you go with what you have etc.
It's not just the boring strait new = better => tech lead = invincible.
I can easily accept that it works well in FFH but I doubt it would do the same in a more traditional mod.
Iirc FFH tech tree is completely different: it's broad but short compared to a BtS based mod where it's long and each level has around 3-6 techs.
 
It works great in FFH. It really adds a new layer of strategy to the game. Do you push for new units or for resources? Do you save money to upgrade or do you go with what you have etc.
It's not just the boring strait new = better => tech lead = invincible. I have a hard time putting things into words today for some reason though. Blame the blood pressure.

What if the cost went up with the upgrade? Like +20% cost for copper and +40% for iron? Or scaling with the new:old power ratio?

What I'd really like is a battle screen like MOO or Endless Legend (but less janky). That's a massive effort though, and I'm not sure many people would even use it.
 
What if the cost went up with the upgrade? Like +20% cost for copper and +40% for iron? Or scaling with the new:old power ratio?
Technically that would be the same as upgrading to a unit that requires a resource, but with the same unit graphics :rolleyes:
I think that would be super-confusing and annoying: "unit X" of Civ A is stronger than Civ B but in case of "unit Y" it's the opposite (Civ B's unit is stronger than Civ A).
 
Technically that would be the same as upgrading to a unit that requires a resource, but with the same unit graphics :rolleyes:
I think that would be super-confusing and annoying: "unit X" of Civ A is stronger than Civ B but in case of "unit Y" it's the opposite (Civ B's unit is stronger than Civ A).
Why would it be confusing? We already have that with every other promotion in the game. I fail to see how having a promotion that says +1 :move: or +20% :strength: vs units with other promotion would be that confusing to anyone who can master +X % vs unit type which is common.

Even the +1 :move: isn't as big of a deal as it sounds. +1 :move:is about equivalent to +20% for most units and that's the same as Strength 2. Or in some cases such as Knights and Maceman Strength 1. And having a promotion that adds free Strength 2 or Strength 1 vs units with inferior resources is hardly overpowering.


Basically I think it would be nice if you could build all units that currently require Copper or Iron with either. And than you have ALL units including those that don't require resources to build from that era (so obviously not gunpowder) that have Iron get a bonus vs Bronze. Not huge, but enough that all things being equal Iron gives you an edge. Something like maybe 20%. That way you wouldn't get a situation where a unit can beat it's direct upgrade. But at the same time you would get situations where having superior resources does extend the reach of your new units and the longevity of your old ones somewhat.

Like say we take the Spearman and Pikeman as an example. Spearman is :strength:4, Pikeman is :strength:6. Even with the 20% bonus the spearman is still just 4.8. Or 5 with a +1:strength:. Same difference. So it's not enough to beat the pike strait on. And it's not going to be doing the job of Iron Pikes vs cavalry either. It's counterpart being the :move:10 knight. 8 vs 10 is still not as good as 12 vs 10. But if you have a bronze knight and an iron spear than it becomes 9.8 (or 10) vs 10. Still not as good as the pike but now much more relevant. Which means you won't get so easily overrun by new units.

That's basically how it works in FFH in practical terms. And there it really works to add an extra layer of strategy to the whole thing and an extra reason to rush Iron Working and fight for Iron instead of waiting for the AI to trade it to you. Especially since it applies to all units so stuff like Iron Longbows are a thing.
 
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I agree mostly with PPQ_Purple here, but everyone has their own tastes, so yay for options menus :)
 
If we are speaking about combat reform there is one thing that I have been thinking off. Right now sieges are basically not a thing. If you want to besiege and starve out a city you have to plant a unit on every tile which leaves you super vulnerable to counterattack. What would be cool if each ground unit had a blockade radius like ships do. Make the range say 1 + movement points. That way a couple cavalry units could shut down a BFC and force the defenders to react instead of just sitting idly and holding on forever thus giving us proper sieges.
 
If we are speaking about combat reform there is one thing that I have been thinking off. Right now sieges are basically not a thing. If you want to besiege and starve out a city you have to plant a unit on every tile which leaves you super vulnerable to counterattack. What would be cool if each ground unit had a blockade radius like ships do. Make the range say 1 + movement points. That way a couple cavalry units could shut down a BFC and force the defenders to react instead of just sitting idly and holding on forever thus giving us proper sieges.
Love the idea! Adding it to the list for Custom Combat
 
Love the idea! Adding it to the list for Custom Combat
Just be sure to exclude siege weapons and other such stuff. Basically think what makes sense.
 
If we are speaking about combat reform there is one thing that I have been thinking off. Right now sieges are basically not a thing. If you want to besiege and starve out a city you have to plant a unit on every tile which leaves you super vulnerable to counterattack. What would be cool if each ground unit had a blockade radius like ships do. Make the range say 1 + movement points. That way a couple cavalry units could shut down a BFC and force the defenders to react instead of just sitting idly and holding on forever thus giving us proper sieges.
I usually place a 4 or so horse units defended by as many infantry on a forested hill. They can interdict any reinforcements. This is in addition to the main SOD at the city gates.

They also serve as tempting bait to persuade the enemy SOD to leave the city walls. Hopfully wasting all their catapults.
 
I usually place a 4 or so horse units defended by as many infantry on a forested hill. They can interdict any reinforcements. This is in addition to the main SOD at the city gates.

They also serve as tempting bait to persuade the enemy SOD to leave the city walls. Hopfully wasting all their catapults.
That works to a point but if the enemy city can still work most of its tiles it can keep building units and will just hold out indefinitely.
 
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