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Perfidious Recon Units 1.2

Tekamthi

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Aug 12, 2016
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No longer supported due to incomplete implementation of corresponding .dll features

Inspired by 'Free Recon Units' and similar mods, Perfidious Recon Units allows VP's pre-paratrooper recon units to enter select tiles in rival territory, and partially conceals early land recon units from detection...

Features:

Perfidy (promotion):​
  • applies to all recon units pre-zeppelin
  • applies "invisibility" (same mechanism as submarine)
  • allows unit to enter unimproved (or pillaged) rough terrain plots (forest, jungle, hills, marsh) in rival territory
  • if DoF exists with plot owner, or if unit has survivalism 3 (enemy roads promo), unit can enter rival tiles with owned trade route or non-pillaged road/railroad.
  • allows unit to enter unimproved (or pillaged) plots adjacent to own territory
  • if unit relies on perfidy mechanisms to start a turn in rival territory, vision is reduced to 1 until it starts a turn outside rival territory (normal reasons for being in rival territory, ie war, open borders etc. are not penalized)
  • special case: great wall blocks all perfidy-related entry to owner's land plots by rival recon units
Mare Liberum (promotion)​
  • applies to all recon units post-pathfinder and pre-zeppelin (ie scout and explorer in base VP)
  • allows unit to enter rival water plots
  • perfidy vision reduction applies for turns started in rival water plot
Caelum Liberum (promotion)​
  • applies to all zeppelins
  • allows unit to enter all unimproved & unroaded (or pillaged) rival plots
  • allows unit to enter all plots adjacent to own territory
Zeppelin fixes​
  • no deepwater embarkation (can hover in all terrain)
  • -10 heal in neutral territory
  • -5 heal in enemy territory
Known Issues:
  • The dll feature relied on by PRU is incompletely implemented in VP -- call it 90% there. All mod features work 100% where gameplay really counts, but the incomplete implementation results in a QoL issues when pathfinding through non-visible tiles affected by the above rules. You may experience odd auto-pathing until/unless the dll is updated. For reference, I have requested a fix at https://github.com/LoneGazebo/Community-Patch-DLL/issues/6799
Related Background Discussion:
I have tested this somewhat extensively with outdated versions of VP as a component of a larger mod, and briefly as a standalone with 8-16. I'd appreciate scrutiny on the above-described mechanisms, and reports of any weird results that need attention, for anyone that has time and is interested in this. Better yet, any talented or ambitious testers are welcome to make changes directly, and post the results back here. Thanks! Have fun!
 
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@Tekamthi, could I use your zeppelin fix to form the basis for a zeppelin unit line split? I'm thinking of beefing up my unit tweaks mod.
 
Tekamthi updated Perfidious Recon Units (VP) with a new update entry:

for posterity only -- mod retired

This works as described in OP of this thread when manually controlling affected units, however the .dll's implementation of the .lua hooks it uses remains incomplete, several years later, and the auto-pathing doesn't account for this mod's movement rules. There is no current appetite to fix this part of the .dll, and I have since retired its use in my own games. This update is my most recent personal version of this, largely same as previous but w/ adjustment so it loads in VP 3.0+. I may return to it if the auto-pathing in .dll is ever updated to reflect the can_move_into feature this requires.

Read the rest of this update entry...
 
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