Because the flanking bonus modifier affects the base value of the flanking value (which is now a delta of friendly - enemy units).
Again, would love an example. Can you show us how the math works that turned 10% into 16.48%.
Because the flanking bonus modifier affects the base value of the flanking value (which is now a delta of friendly - enemy units).
This is the explanation that G gave me in Github:Again, would love an example. Can you show us how the math works that turned 10% into 16.48%.
If you look in the civilopedia the Shock flank attack is indeed +3%.So in your case, 5 (the base value, ignore that 15_ + 3 = 8;
8 * 2 = 16
I don't know why there is a .48, but it is ultimately innocuous, as the real function rounds down. @ilteroi can correct me if I'm wrong.
This is the explanation that G gave me in Github:
If you look in the civilopedia the Shock flank attack is indeed +3%.
Just installed the mod. I can't find GAMEEVENT_ConquerorValidBuilding.
Can you say what file it's in? If I am understanding this correctly, I need to list all the buildings Rome shouldn't be able to capture in a lua table? Does this lua trigger once at game startup, every time a city is conquered by anyone, or just by Rome?
I'm not sure if the new flanking mechanic a good choice design wise. What's the purpose of this change (except for being a bit more realistic) ?
The old flanking favors good maneuver (when attacking) and strategic unit placement (when defending) which would work even with a smaller number of units, while the new flanking simply favors more units to fill in the blank rank formation style to avoid being exposed. The main battlefield would simply become a slug fest because of the lack of bonus dmg, and flank attack would only be useful when sniping lone unit. Shock promotions are completely useless for infantry units now.
Did you remove the Mongol specific cooldown?Mongols - now get a large lump yield based on the type of CS conquered when they conquer a CS. Is 250% the value of the heavy tribute of that CS at the moment of capture, scaling with era. Big beefy yields.
Hm... still having trouble locating it, but it's late. Doesn't look too hard, but if I need help then hopefully I can ask nicelyIt is in CvLuaCity - it isn't a lua function, but rather a game event hook - you'd need to set up a hook and, if the three values (player, cityID, and builidngID) are all valid, it blocks the building from being conquered by Rome.
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I still don't get that new flanking system. Could someone make a guide with examples on images and comparison to the old system? That would be really helpful.
NVM I see it. Fixed and hotfixed.
How comes the bonus versus barbarians is 63% according to combat widow, while the promotions itself says it is 33%?
So now it wad s.easy. the old code was plain broken. didn't work and wasn't aligned with what the combat preview was showing.
now the new system: count the number of friendly units around the defender. subtract the number of enemy units around the attacker. multiply by your flankimg bonus (base + promotions). if positive the attacker gets the bonus. if negative the defender gets the bonus. like before this applies to melee combat only.