ok,
seems i have merged the mod successfully.
i made plenty of tests and situations.
observations:
--i like that siege units can attack units in a city that has +% city defense - thats a great idea.
--siege immunity - i guess that if theres 2 catapults in a stack and another enemy catapult attacks that unit, the second one in the stack wont get collateral
--the strike back - great idea, but has draw backs - the chances for it should be lowered , allot, i saw a situation where 1 catapult defended vs many attacking catapults. but still cool.
--settings:
giving siege unit air combat limit - 50-75 - will make sure, you cant bomb your way to victory, better that siege wont be able to destroy units,
cause you can get an army of siege , defend them, and clean out cities.
<iCollateralDamage>100</iCollateralDamage> : this draws power from the aircombat? a percentage of it?
<iCollateralDamageLimit>10</iCollateralDamageLimit> this limits the above?
i made siege not to be able to capture cities.
and removed their pillage.
i think ill give some units the target tag, so they will target first siege.
need to be careful not make siege over powered units.
code questions:
if (getDomainType() == DOMAIN_LAND && canRangeStrike() && baseCombatStr() <= airBaseCombatStr())
this part from the git - i guess you added the option for units with ranged to be able to attack regularly? with regulate combat? if their combat is higher then air?
***
i do hope my merge is ok, since i didnt pull it form the mod part, but from your master git.
some functions i left out due to kmod stuff...odds and something....need help with those parts.
but all and all, it seems to be working.
awesome.
seems i have merged the mod successfully.
i made plenty of tests and situations.
observations:
--i like that siege units can attack units in a city that has +% city defense - thats a great idea.
--siege immunity - i guess that if theres 2 catapults in a stack and another enemy catapult attacks that unit, the second one in the stack wont get collateral
--the strike back - great idea, but has draw backs - the chances for it should be lowered , allot, i saw a situation where 1 catapult defended vs many attacking catapults. but still cool.
--settings:
giving siege unit air combat limit - 50-75 - will make sure, you cant bomb your way to victory, better that siege wont be able to destroy units,
cause you can get an army of siege , defend them, and clean out cities.
<iCollateralDamage>100</iCollateralDamage> : this draws power from the aircombat? a percentage of it?
<iCollateralDamageLimit>10</iCollateralDamageLimit> this limits the above?
i made siege not to be able to capture cities.
and removed their pillage.
i think ill give some units the target tag, so they will target first siege.
need to be careful not make siege over powered units.
code questions:
if (getDomainType() == DOMAIN_LAND && canRangeStrike() && baseCombatStr() <= airBaseCombatStr())
this part from the git - i guess you added the option for units with ranged to be able to attack regularly? with regulate combat? if their combat is higher then air?
***
i do hope my merge is ok, since i didnt pull it form the mod part, but from your master git.
some functions i left out due to kmod stuff...odds and something....need help with those parts.
but all and all, it seems to be working.
awesome.
Last edited: