Real Ranged Attacks (Modification for 1.18.x)

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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, 4:25 pm 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
1. Hurrah, that will make it even more awesome.
2. Oh yes of course the AI sees all. I believe though that it is also programmed to try and ignore that knowledge. That might be a way to address that problem.
3. I swear, the units in question were not close locked. : ) But in any case it needs more testing because I'm not sure whether it was an addon somehow interfering which is why I'm trying it now with a "vanilla" game (oh the agony of playing default era... groan ; ) (hehe actually I've barely seen the new dunefolk from 1.16 or the stat changes in 1.18 so it's about time I did!)
Jing
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by Jing »

Hi, I did find a bug. I'm playing To Lands Unknown campaign, and in the North Pole scene I cannot use range attacks on some units (mostly summonners). This is a bit strange, since they are NOT close locked.
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ZombieKnight
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by ZombieKnight »

Thanks for reporting the bug ^^.
This looks like a cpp bug as the event disappears when it has negative priority.
There was a big issue closed about events priority not working recently.
(1.2.2 version of add-on is out, that should work with 1.18.3)
So once 1.18.3 comes out, ~10 days iirc, it should be fine :D if you'd find the bug again, or some more, please contact me.
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secretspacepolice
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by secretspacepolice »

Question, how does this compare to the classic ranged era?
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ZombieKnight
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by ZombieKnight »

secretspacepolice wrote: November 21st, 2024, 12:39 am Question, how does this compare to the classic ranged era?
Well, you attack over more tiles.
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secretspacepolice
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by secretspacepolice »

ZombieKnight wrote: November 21st, 2024, 6:17 am
secretspacepolice wrote: November 21st, 2024, 12:39 am Question, how does this compare to the classic ranged era?
Well, you attack over more tiles.
Farther than the 2-3 tiles that allowed seems like it’d horribly break the game. You could just make a wall of archers that just instakill healers and squishier units. I don’t remember the exact ranges the various units were given then, but I don’t think you had more than 2-3 tiles away for attacks
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secretspacepolice
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by secretspacepolice »

ZombieKnight wrote: November 21st, 2024, 6:17 am
secretspacepolice wrote: November 21st, 2024, 12:39 am Question, how does this compare to the classic ranged era?
Well, you attack over more tiles.
Farther than the 2-3 tiles that allowed seems like it’d horribly break the game. You could just make a wall of archers that just instakill healers and squishier units. I don’t remember the exact ranges the various units were given then, but I don’t think you had more than 2-3 tiles away for attacks
Part of what makes defending possible is the fact that only a few units can attack at a time- with ranges over 2-3 tiles, suddenly the number of individual units that can attack any one unit skyrockets
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ZombieKnight
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by ZombieKnight »

secretspacepolice wrote: November 21st, 2024, 7:31 am
ZombieKnight wrote: November 21st, 2024, 6:17 am
secretspacepolice wrote: November 21st, 2024, 12:39 am Question, how does this compare to the classic ranged era?
Well, you attack over more tiles.
Farther than the 2-3 tiles that allowed seems like it’d horribly break the game. You could just make a wall of archers that just instakill healers and squishier units. I don’t remember the exact ranges the various units were given then, but I don’t think you had more than 2-3 tiles away for attacks
Part of what makes defending possible is the fact that only a few units can attack at a time- with ranges over 2-3 tiles, suddenly the number of individual units that can attack any one unit skyrockets
You haven't tryied, have you?
It's nor meant for great battles, but rather for small maps, where thanks to close lock, you can effectivelly disarm close enemy archers.
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Atreides
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by Atreides »

I'm still running into a bug with close lock. This time I noticed that it appears to be related to not being turned off for some units when they move away. Weirder still is that it seems to "spread" to other units that were never close locked. The other thing I observed is that it might have something to do with the leader being close locked. That seems to trigger it. I will keep looking for more precise details.
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ZombieKnight
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by ZombieKnight »

Hmm thats weird, if you may make me to replicate the bug, it would be great!
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secretspacepolice
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by secretspacepolice »

ZombieKnight wrote: November 21st, 2024, 8:04 am
secretspacepolice wrote: November 21st, 2024, 7:31 am
ZombieKnight wrote: November 21st, 2024, 6:17 am
secretspacepolice wrote: November 21st, 2024, 12:39 am Question, how does this compare to the classic ranged era?
Well, you attack over more tiles.
Farther than the 2-3 tiles that allowed seems like it’d horribly break the game. You could just make a wall of archers that just instakill healers and squishier units. I don’t remember the exact ranges the various units were given then, but I don’t think you had more than 2-3 tiles away for attacks
Part of what makes defending possible is the fact that only a few units can attack at a time- with ranges over 2-3 tiles, suddenly the number of individual units that can attack any one unit skyrockets
You haven't tryied, have you?
It's nor meant for great battles, but rather for small maps, where thanks to close lock, you can effectivelly disarm close enemy archers.
I haven’t played yet, I don’t have a ton of time anymore, that’s why I was asking.
Anyway. The issue with extremely high ranges is something like this. If you have archers having a range of 4 tiles, you can bunch up your archers, and as soon as someone comes to attack, they can only hit one of your forward archers, but every archer within something like 40 hexes can fire on that one unit. If you have a range of two tiles like the ranged era, only around something like 18 tiles are in range. There’s a huge exponential difference here
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ZombieKnight
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by ZombieKnight »

Ur righy, but in pvp, where it's meant for you don't go over 6 units often.
(And this is true for both sides)
But you're right, this encourages both sides to play more aggressively.
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Atreides
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by Atreides »

secretspacepolice wrote: November 21st, 2024, 7:52 pm I haven’t played yet, I don’t have a ton of time anymore, that’s why I was asking.
Anyway. The issue with extremely high ranges is something like this. If you have archers having a range of 4 tiles, you can bunch up your archers, and as soon as someone comes to attack, they can only hit one of your forward archers, but every archer within something like 40 hexes can fire on that one unit. If you have a range of two tiles like the ranged era, only around something like 18 tiles are in range. There’s a huge exponential difference here
Pardon me butting in but I'd like to mention that the range this addon uses by default is 2-3. You can change it as you like so if you really feel that 3 is too long, just set it to 2-2. You can even turn off the close lock (which prevents a unit from using it's missile attacks when adjacent to an enemy) although I am not sure how that would play (have not tried it yet).

For what it's worth I highly recommend you to try this amazing addon out. I commiserate with you about not having time (I'm currently on a TV/classic film/DVD kick, almost no gaming (oh the horror!!!) time...).
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Atreides
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by Atreides »

ZombieKnight wrote: November 21st, 2024, 7:11 pm Hmm thats weird, if you may make me to replicate the bug, it would be great!
I tried hard to replicate it last nite, no luck. It's a slippery one unfortunately. Will keep trying as time permits!
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Re: Real Ranged Attacks (Modification for 1.18.x)

Post by ZombieKnight »

Atreides wrote: November 22nd, 2024, 7:35 pm I tried hard to replicate it last nite, no luck. It's a slippery one unfortunately. Will keep trying as time permits!
:D
No worry, I've got hard time to find spare time for Wesnoth now...
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