R
Rabbit, White
Guest
BTW, does the heal bonus from the fort stack with Heal promotion, i.e. would units be healed 20% omre per turn?
=DOCTOR= said:Has anyone using this mod noticed whether the AI will now use Forts? If not, then this mod serves only to bolster the human player's game.
Bhruic said:The defense can be modified with the XML tables, I didn't touch that, actually. I'm not sure increasing the healing rate that much would be good. Units already heal fairly quickly in friendly territory, so giving them effectively a free "Healing I" seems like it should be sufficient. But because the mod works by attaching Promotions to the Forts, you can actually modify the Promotions yourself, if you wish to. The XML file for them is included.
Bh
Great_Scott said:I think Forts should have a zone of control. Basically the same as a level 1 city. Is that possible?
I also have missed ZOC very much, and seeing as I play alot of hotseat games, the AI problem is not such a big concern of mine. With that in mind, I have made good progress in this regard and have implemented a movement reduction to units moving around an enemy fort, aswell as a general harassing attack that damages units slightly each time they move in the eight squares around an enemy fort. I still need to polish osme of the error checking and to tweak the numbers, but this feature should be availabe in the next release of my JFort Mod(see my sig for thread link).I think Forts should have a zone of control. Basically the same as a level 1 city. Is that possible?