Yeah, the idea was I was going to polish the mod in these months, but once I got into the engine
it's difficult to stop, and for every project I finish 3 more opens up.
When I'm finished with the rangestrike I'm gonna try with a "healing costs supplies" and a "rest on ones laurels-dynamic player handicapper"
edit : regarding the player handicapper, I think it would work best as an elastic band, so the higher the playerscore is compared to the AI, the bigger a penalty.
Its not supposed to be fair, its supposed to keep player in place and therefore keep the game interesting.
Im considering following formula :
HP=Human Player
iUnitCostPercent from handicapInfo.xml (or something else fitting)
modifier = ((rival best * rival average) / (HP Value * (HP Value * iUnitCostPercent)))
If modifier < 1 then use
Regarding the Rangestrikers Im planning to add :
Code:
<UnitCombatDefenders>
<UnitCombatDefender>
<UnitCombatDefenderType>UNITCOMBAT_SIEGE</UnitCombatDefenderType>
<bUnitCombatDefender>1</bUnitCombatDefender>
</UnitCombatDefender>
</UnitCombatDefenders>
to all sieges, so whenever a siege unit rangestrikes, it will the siege unit (if any on plot) that returns fire.