Commander Bello
Say No 2 Net Validations
Hi there,
and thank you for making mods !
May I ask if you have been successful in improving combat, as I am playing with my brother that TAC Final mod and I "rage quit" 3 times now, because of combat ...
AI always have been attacking with
1 cuirassier and 10 cannons
okay 2 times , my defenses would have lost even with a logical combat system
Last time he attacked my capital (Fort 90% defense) with such stack of idiotic combination
but I had there
2 cuirassier
2 dragons
4 veterans
4 musketeers
2 cannons
4 garrison cannons
HE KILLED them all and he didn't lost a single unit
Tried a counterattack with the cuirassier, which had a 95% chance to win, but they have been killed ???
Anyway seems that you HAVE TRIED to improve that,
so my question HAVE YOU SUCCEEDED ?
and does it help against idiotic art armies ? So when I use cav from the back they should kill that stack without problem ... but I think that is too much I want and I will have to wait for HOI V, but they also had that STACK OF DOOM problem at the beginning of HOI IV
If so, PLEASE WHERE could we download it ?
IS THERE A PROBLEM WITH the random numbers
or is that combat TAC AI (Col AI) cheating like hell (played even only EXPLORER Level) !
Well, I have reworked the combat system.
It now applies the bonuses and maluses on the respective side (formerly, they were all but two allocated on the defender's side). It furthermore takes some things like terrain and features in consideration in a different way.
Nevertheless, like Kailric, from your description I assume that you fell victim to the overwhelming power of cannons against fortifications.
Many, if not most players are complaining about this and they are right (according to my point of view). This one is on my list, but not yet done. Sorry about that.
And of course one can lose a battle even with 95% percent chance of winning. After all, it is 95% and not 100%

This has been adressed by me in the past by limiting the internal combat rounds to 7, changing the combat from always being lethal to one of the units to a system, where draws are common, forcing you (and your opponent) to attack multiple times. This already has made its way into the main RaR modification.
Nevertheless, you may still lose a fight with a much stronger unit in just one single combat, but it will happen much less. That is part of the design goal. After all, in wartime there are always surprises and unexpected outcomes.
Stacks like the ones you have described (and which are typical for AI-built stacks) are best fought in the wilderness and not adjacent to your city, where all the wall-breaking and city attacker bonuses come into play. (I know, this is easier to say than to do, but in general this is the golden rule: attack the AI in the wilderness)
The strange way of the computer composing its stacks is related to the "AI" in the background.
Now the bad news:
My contribution to RaRE of course will refer to RaR, not to TAC (although I am coming from there, too.

As there is a final version of RaR at the horizon, I will release my changes after that version has been released (shouldn't take very long after that release).
During my changes, I have found many places where the AI should be improved (and as far as I see it, could be improved). Unfortunately, there are so many interconnections that this is a major task - and I am not the world's best programmer.

So, changes in this area will still take quite some more time.
Answering Kailric's question: no, there isn't any collateral damage in TAC (nor in RaR). As I am not very fond of the collateral damage system in Civ4, I am not planning to transfer that system to Colonization. I am thinking about something different, though - but once again, that is for the future.
tl;dr:
Some changes have been made. Expect release short after the next version of RaR has been released.
Not all of your problems and complaints will be adressed though, but stay tuned.
