Real Ranged Attacks (Modification for 1.18.x)

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Ravana
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by Ravana »

I was mostly testing what happens when all destinations are blocked.
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ZombieKnight
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by ZombieKnight »

Ravana wrote: August 20th, 2024, 4:06 pm I was mostly testing what happens when all destinations are blocked.
Aaand what exactly doesn't work?
Seems fine to me.
*edit: You know, you have close lock turned on?
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Spannerbag
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by Spannerbag »

Haven't had chance to test your latest version yet, just dropping a quick post while I have a few minutes.
ZombieKnight wrote: August 18th, 2024, 5:34 pm I'm not sure if you got me 100% right, I meant that sibgle melee skirmisher can keep blocking two enemy archers.
...
think the stronger close lock can be a good balance mechanic, if we come up with the skirmisher-proof mechanic.
Not had any great ideas about how to improve this zone lock idea so far, but have been preoccupied with rl.
But here's an old idea that I didn't bother posting, it might prompt something better from someone else?

At turn start identify those units that have enemy units on opposite adjacent hexes (i.e. are "backstab-able" and zone locked if not a skirmisher) and disable long range attacks for them for that turn?
Doing it this way means that even skirmishers would have long range attacks disabled, though they could still move normally.
I think it might be worth trying this in actual gameplay to see how it feels/works?
It feels like an ugly bodge (v1) to me but might lead to something better. :(

Variation ugly bodge (v2) at balance attempt that may spark an idea in you or someone else?
When a unit is making a long range attack they need more time to aim?
Not sure of the best way to realise this as enjoyable gameplay that is also "ai friendly".
One possibility: to suppress long range attacks for all units have them surrounded by 3 equally spaced units (i.e. n,se,sw or nw,ne,s).
Rationale:
3+ units arranged equally around the attacker block line of sight to more distant targets so unit cannot target them.
Skirmishers can move to a better vantage point but then, because aiming at distance takes slightly longer, haven't got the time to do so.
(Or maybe not, YMMV).
ZombieKnight wrote: August 18th, 2024, 5:34 pm Get better, enjoy holidays or get over it soon ;-P .
Actually, none of the above unfortunately.
Let's just say the universe has been consistently unkind for years.

Cheers,
-- Spannerbag
SP Campaigns: After EI (v1.14) Leafsea Burning (v1.18, v1.16)
I suspect the universe is simpler than we think and stranger than we can know.
Also, I fear that beyond a certain point more intelligence does not necessarily benefit a species...
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ZombieKnight
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by ZombieKnight »

The current close lock disables attacking on long range, if an enemy is adjacent... and I'd rather make the close lock stronger than weaker... anyway this balancing has got a lot of time.

Hope universe will smile on you soon :D.
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by Spannerbag »

ZombieKnight wrote: August 21st, 2024, 2:09 pm The current close lock disables attacking on long range, if an enemy is adjacent... and I'd rather make the close lock stronger than weaker... anyway this balancing has got a lot of time.
Ah, OK, will think about methods on that basis.

ZombieKnight wrote: August 21st, 2024, 2:09 pm Hope universe will smile on you soon :D.
You and me both. Might happen one day...

Cheers,
-- Spannerbag
SP Campaigns: After EI (v1.14) Leafsea Burning (v1.18, v1.16)
I suspect the universe is simpler than we think and stranger than we can know.
Also, I fear that beyond a certain point more intelligence does not necessarily benefit a species...
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by ZombieKnight »

# 1.2.0 Is out

Featuring move&attack and melee&ranged attack menu united.

In the move&attack (real-ranged) I'd like to change the auto-selected attack hex, depending on the previous hexes hovered.
Or is it ok?
Feedback is very much appreciated :D
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ZombieKnight
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by ZombieKnight »

Ravana wrote: August 16th, 2024, 10:04 pm Move+attack would be nicest to have out of these. I would try implement it as [teleport] next to target unit, while cancel the movement in exit_hex. That would not be +attack yet, but would move to max_range distance so you wouldnt have to count for move.
What next would be nicest to get out of list?
Synth_Sviat
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by Synth_Sviat »

thanks, the mod is cool and so far I haven't lost a single game to the computer)))) and I also got an idea to play as horse archers :twisted:
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thepilai
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by thepilai »

thank you!
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ZombieKnight
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by ZombieKnight »

Glad you like it :D.
The real-ranged -attack should hopefuly make it into mainline in 1.20
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by ZombieKnight »

Is there anything you like in particular/ dislike a lot about the add-on?
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Atreides
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by Atreides »

Hi, found something odd. I believe it checks LOS right? Got an allied orc archer firing through a impassable cave wall. He's also firing into the Fog of War (target unseen).


Run this to see I think.
6p - Twister Desert-Autospeichern17.gz
turn 17, occurs t18
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In an earlier game I also ran into something else weird. Leader was a troll shaman (extended armies era) and after a while he wasn't able to use his ranged attack anymore.
(Katze) xP Nomaden Aufzeichnung 20240926-204641.gz
ranged attacks not working
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6p - Twister Desert Runde 18 RRA.gz
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ZombieKnight
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by ZombieKnight »

1. This doesn't check line of sight... becouse I wasn't sure if mountain, for example, should also block the attack.
2. The fog of war attack, is bug throught I thought I already repaired that :/
3. I'll check it out... isn't it becouse of close lock?
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Atreides
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by Atreides »

ZombieKnight wrote: September 28th, 2024, 6:08 am 1. This doesn't check line of sight... becouse I wasn't sure if mountain, for example, should also block the attack.
2. The fog of war attack, is bug throught I thought I already repaired that :/
3. I'll check it out... isn't it becouse of close lock?
1. So LOS is disabled currently? It would be nice for cases such as firing through impassable terrain only.
3. Not close lock, the leader could not fire at range 3. Also a second unit was affected for at least a while (same turn as the leader lost its ability) but later it either started working again or the unit was destroyed, not sure.
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by ZombieKnight »

1. Okay, I can make it into game.
2. The thing is the AI actually sees whole map (it knows where you are in fogged map) and so I'm unable to repair that :,(... or I'm unaware of the way to repair that (but adding LOS will eliminate this issue for most cases)
*note player cannot attack fogged units.

3. Close lock means unit cannot attack ranged at all if it's adjacent to an enemy, this may be confusing tho, I had a real trouble finding ways to nerf ranged attacks a bit.
...
This is somethething I probably should communicate more clearly, as you're not the first to adress this issue `:D
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