When combat won, check unit script data.
If empty or not = game turn, heal and set script data to game turn.
Else, if script data = game turn, don't heal.
Tada
Sounds perfect - thanks, I'll do it that way

When combat won, check unit script data.
If empty or not = game turn, heal and set script data to game turn.
Else, if script data = game turn, don't heal.
Tada
1 Red Key in Super Forts teach AI to find choke points
http://forums.civfanatics.com/showthread.php?t=444512 (latest version)
It will be good if AI will be able to build forts in that places.
Ok, update on this. The analysis was slightly off, and the battlefield promotion are only somewhat contributory but are NOT (by far the main cause).
Firstly - battlefield promotions do NOT heal (directly). However, they can provide strength increases which has a similar effect. I'd still like to defer them to the end of combat, but it isn't the main issue in Faustmouse's game.
If a hero has the 'Retinue' promotion he will get a chance of a full heal for every combat he survives. This isn't the case here, but it would have a similar effect. It's probably too powerful. For my suggested solution see later.
If a player has built the Temple of Ah Cacao (which Faustmouse HAS, and this IS the main issue) then every time ANY of that player's units wins a combat they have a 1 in 4 chance to fully heal. This essentially makes a well fortified strong unit totally invulnerable. It is the main cause of the problem in the save game I have.
I propose to modify BOTH of the above mechanics (Temple Wonder and Retinue promotion) so that they can only operate ONCE in any given game turn on any given unit.
How does that sound to people?
Note - both of these are implemented in Python, which I'm not very familiar with, but I think I can figure out how to do it.
Also, couldn't/shouldn't bombardment units have targeted the fort itself for destruction?
Thats why we need super forts integration. In that modcomp forts acts as city and their defenses can be reduced by siege units
Right. Currently you cannot bombard forts (or rather it just counts as field bombard against the units, and can only b done by units with that capability). Also I **have** changed it to do whatever it can in this regard first (archer bombard and field bombard to be precise)
So the Archery Bombardment is working "correctly" now??
I haven't changed how it works, I've just made the AI stop and use it when it needs to. Obviously that will only apply if its on as a BUG option.
Good to know, thx/ .. .. But word of advise it does NOT work correctly, when the AI try to take a city it does the Archery stuff first then just sits there . .
If that is not the case (or we wanted to do something more urgently) I think another reasonable possibility would be to have the first strike rounds only apply once per (stack) attack, instead of once per combat. In reality if you have 20 attackers on one defender they don't form an orderly line and attack one at a time, giving the defender time to prepare for each of them. First strikes generally represent a degree of preparedness on entering the fight, so to me it seems like only having it apply at the start, rather than for each attacker in turn would make sense. The practical effect would be to make first strikes a lot less valuable when defending against larger stacks (because you'd use them up in the initial attacks and not have them when attacked by later units).
Mind that script data should not be altered directly but the SdToolKit functions used instead (which make sure that you can have multiple values from multiple modules stored in the same script data).When combat won, check unit script data.
If empty or not = game turn, heal and set script data to game turn.
Else, if script data = game turn, don't heal.
Tada
Sounds perfect - thanks, I'll do it that way![]()
I deleted the savegame, but if you could upload it for me again, I will change my defenders to units with approximate the same strengh but without firststrikes. Then you can see if the FS are the problem or if it's something else.
Whoops! I'll fix that today.@KOshling
1 Afer your changes archery units are unable to preform normal attack. Even when I try to move them to enemy unit they use ranged bombardment. Latest svn
Yes, it does.2 Off topic. Does AI 'knows' that some minor buildings unlocks very powerfull es stone gatherer -> stone tool maker, knowledge inheritance -> elder council, gamecutter -> jevelery store etc. It is very important to take it in account in choosing routine.