Balderstorm, I agree generally speaking. I'll leave Barrage unavailable for armored units but I'll change the combat code so that if people mod non-native collateral units in, they would work like that and make a bit more sense.
Balderstorm, I agree generally speaking. I'll leave Barrage unavailable for armored units but I'll change the combat code so that if people mod non-native collateral units in, they would work like that and make a bit more sense.
Thank you Solver! Now I can keep track!Currently we have version 0.15, here's the changelog (should be read bottom to top).
- Access to the Barrage line removed from armored units. If units with access to Barrage and no inherent collateral damage are modded in, they will work.
- Fixed AI defender bug for newly captured cities.
- Fixed overproduction of transports in land wars courtesy of better BtS AI team.
- Made the AI more likely to use missiles on cruisers/subs to strike against enemy improvements.
- Made AI ships prioritize retreating if docked in a city which is in the danger of imminent capture by enemy.
- Civilopedia and mouseover help for units that cause collateral damage will now show the collateral damage limit (50% for Catapults, etc.)
- Somewhat experimental AI change: Aggressive AI now considerably less likely to want peace if it poses more of an immediate threat to enemy cities than it currently faces itself.
- Fixed unavailability of foreign civ demographics if playing with espionage disabled.
- Barrage promotions made working again on Tanks and other units with no base collateral ability
What about the TXT issues? Should I just update BUG Mod or what?
Balderstorm, I agree generally speaking. I'll leave Barrage unavailable for armored units but I'll change the combat code so that if people mod non-native collateral units in, they would work like that and make a bit more sense.
I also concur... I take it we'll see this improvement in v0.16?I think that's about perfect. It means that the BTS mods and other mods that use units that don't do collateral damage but can get barrage promotions still work well. And players who want tanks with strong barrage promotions can very easily mod them in.Balderstorm, I agree generally speaking. I'll leave Barrage unavailable for armored units but I'll change the combat code so that if people mod non-native collateral units in, they would work like that and make a bit more sense.
Glad I could contribute for a change ;-) Someone usually finds a loophole to prove me wrong![]()
Hi
That means on a awesome roll one gunship can take out 5 modern armor. But even just split diff and say it just KISS two before it is too injured to get winnable odds anymore. Kaytie
Balderstrom, your suggestions will make artillery even more useless than it's now1) Give Bombard to Tanks : which will function at 20%/50%/100% vs Artillery's 120%/150%/200%
2) Add a new line of promotions for tanks, Shell I/II/II, that increases collateral more. Something along the lines of my previous suggestion, of +70/+100/+150 - So its not useless nor overpowered.
Or if they really wanted, +120/+150/+200 - but I'd recommend the former, to give Artillery a purpose still ;-)