Hey glider, one thing that's always bothered me is the hit% of ranged bombard. I have all the units with it enabled set to 100 accuracy in the XML in LoR, but they don't seem to hit more then 1/3rd of the time in the field, and maybe 10% of the time against units in cities. I think the XML needs to change to reflect actual values. Why is 100 so low? Where in the DLL is this controlled, and how can we give modders more intuitive control over the accuracy of the units when ranged bombarding?
I found this in CvUnit:
if (GC.getGameINLINE().getSorenRandNum(odds, "Bombard Accuracy") <= getDCMBombAccuracy())
But I'm not sure how the syntax for SorenRandNum works. Anyway, I think if you set a Ranged Bombard accuracy to 100, it should hit 100% in the field, and if there are city modifiers, then these should be clearly visible in the GlabalDefinesAlt file or somewhere like it. Right now modmakers that use the RevDCM core have to shoot in the dark when picking accuracy numbers to get the behavior they want. It's impossible to figure anything out about what the values should be, which is just poor design in my opinion. Any idea how to fix it? I don't think a total re write is necessary but at the very least moders should be able to determine what the accuracy number means, because right now I can't figure it out, and I'm on the RevDCM dev team