Attacked port at Plymouth, but it survives. Down 2 beaufighters, a Stirling, and an A20.
I like the barrage balloon concept.
I made the barrage balloon react with a 20% chance of a kill (either kill or no damage), but added code so that only one barrage balloon will react. I spent a decent bit of time working on the old reaction code in the game, only to realize that we're now using the new reaction system instead... It might be time to remove 'dead' code when we spot it.
changes:
unitAliases.BarrageBalloons and unitAliases.BarrageBalloon added
Construction teams can't be built in size 1 cities
barrage balloons can be built anywhere (eliminated prototypes II restriction)
barrage balloons cost 30 shields instead of 300
barrage balloons can paradrop, so they can be deployed with radar
specialNumbers.barrageBalloonKillChance = 0.8 -- chance an attacked barrage balloon will be killed by a munition.
gave barrage balloon 6 reactions, since it will probably be killed anyway before that.
ri[unitAliases.BarrageBalloon.id] ={
reactionsPerTurn = 6,
killMunition = 10,-- if plane killed, do 4 damage to each munition
reactInsideCity=true,
low = {
{
targetTypes = reactionGroups.allAir,
maxDistance = 1,
hitChance = 0.2,
hitChanceCloud = 0.2,
damageSchedule = gen.makeThresholdTable({[0]=20})
},
},
climb = {
--Barrage Balloons only fires at low altitude
},
--
night = {
-- barrage balloons not on night map
},
}
Perhaps barrage balloons should only react once per turn. Otherwise, they might offer far too much protection to gun batteries and army groups. I was figuring that with an 80% chance to die in one hit, they should pose a hazard as long as they survive, but, that might be incorrect.
I like the barrage balloon concept.
I made the barrage balloon react with a 20% chance of a kill (either kill or no damage), but added code so that only one barrage balloon will react. I spent a decent bit of time working on the old reaction code in the game, only to realize that we're now using the new reaction system instead... It might be time to remove 'dead' code when we spot it.
changes:
unitAliases.BarrageBalloons and unitAliases.BarrageBalloon added
Construction teams can't be built in size 1 cities
barrage balloons can be built anywhere (eliminated prototypes II restriction)
barrage balloons cost 30 shields instead of 300
barrage balloons can paradrop, so they can be deployed with radar
specialNumbers.barrageBalloonKillChance = 0.8 -- chance an attacked barrage balloon will be killed by a munition.
gave barrage balloon 6 reactions, since it will probably be killed anyway before that.
ri[unitAliases.BarrageBalloon.id] ={
reactionsPerTurn = 6,
killMunition = 10,-- if plane killed, do 4 damage to each munition
reactInsideCity=true,
low = {
{
targetTypes = reactionGroups.allAir,
maxDistance = 1,
hitChance = 0.2,
hitChanceCloud = 0.2,
damageSchedule = gen.makeThresholdTable({[0]=20})
},
},
climb = {
--Barrage Balloons only fires at low altitude
},
--
night = {
-- barrage balloons not on night map
},
}
Perhaps barrage balloons should only react once per turn. Otherwise, they might offer far too much protection to gun batteries and army groups. I was figuring that with an 80% chance to die in one hit, they should pose a hazard as long as they survive, but, that might be incorrect.