Real Ranged Attacks (Modification for 1.18.x)

Discussion and development of scenarios and campaigns for the game.

Moderator: Forum Moderators

User avatar
secretspacepolice
Posts: 20
Joined: November 12th, 2018, 1:26 am

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

Post by secretspacepolice »

Atreides wrote: November 22nd, 2024, 7:34 pm
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...).
wait, then what's the difference from the ranged era? I was told that the ranges were longer
User avatar
ZombieKnight
Posts: 371
Joined: June 27th, 2022, 2:26 pm
Location: Czech Republic

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

Post by ZombieKnight »

secretspacepolice wrote: November 23rd, 2024, 1:46 am wait, then what's the difference from the ranged era? I was told that the ranges were longer
In thry way you make attacks, I think, the UI.
It looks 99% similar to melee weapon attack (I haven't pulled of to show weapon specials in the attack menu for example)
Also this is modification, so you can combine it with other eras or campaings (but be warned, doesn't have to work with heavily modded ones, for example it stops working on the second last scenario in To Lands Unknown)
User avatar
secretspacepolice
Posts: 20
Joined: November 12th, 2018, 1:26 am

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

Post by secretspacepolice »

ZombieKnight wrote: November 23rd, 2024, 7:24 am
secretspacepolice wrote: November 23rd, 2024, 1:46 am wait, then what's the difference from the ranged era? I was told that the ranges were longer
In thry way you make attacks, I think, the UI.
It looks 99% similar to melee weapon attack (I haven't pulled of to show weapon specials in the attack menu for example)
Also this is modification, so you can combine it with other eras or campaings (but be warned, doesn't have to work with heavily modded ones, for example it stops working on the second last scenario in To Lands Unknown)
Ah awesome. I think that was one of my biggest pet peeves with the classic one.
I’m definitely looking forwards to having ranged combat being an option again
SimoneAK125
Posts: 6
Joined: December 27th, 2024, 1:43 am

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

Post by SimoneAK125 »

hello, i was reading about the possible problems with other adds-on, and i tried like 6/7 mod and pretty much half doesn't work.
i'm just saying it's a shame bc it's a good mod. Btw one of the other add-on it was the "Crits! mod". I was wondering if you can somehow fix something so it works now, or idk you tell me. Thx.
User avatar
RHH
Posts: 14
Joined: April 2nd, 2023, 10:51 am

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

Post by RHH »

Quite interesting mod which adds something completely new to the game.
Tried few games on 30x20 maps against AI. I must admit that melee units were quickly becoming arrow pillows after a round against enemy shooters and there were hardly any ways to counter it. Mass buying archers saved the day. However, I suppose making melee units a viable option could make strategies more engaging. Maybe blocking (or severely reducing damage of) ranged attacks during unit turn if it was attacked in melee could balance it? This is also less prone to skirmishers as every one of them could block only one shooter.
User avatar
ZombieKnight
Posts: 371
Joined: June 27th, 2022, 2:26 pm
Location: Czech Republic

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

Post by ZombieKnight »

RHH wrote: January 25th, 2025, 8:14 pm Maybe blocking (or severely reducing damage of) ranged attacks during unit turn if it was attacked in melee could balance it? This is also less prone to skirmishers as every one of them could block only one shooter.
Thanks, that sounds interesting.
But how exactly to block them?
This alone would make all units attack different units which is kinda weird...
User avatar
RHH
Posts: 14
Joined: April 2nd, 2023, 10:51 am

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

Post by RHH »

ZombieKnight wrote: January 25th, 2025, 8:40 pm
RHH wrote: January 25th, 2025, 8:14 pm Maybe blocking (or severely reducing damage of) ranged attacks during unit turn if it was attacked in melee could balance it? This is also less prone to skirmishers as every one of them could block only one shooter.
Thanks, that sounds interesting.
But how exactly to block them?
This alone would make all units attack different units which is kinda weird...
The idea is player would have a choice whether to block several shooters or focus and kill particular unit. The most effective choice may differ depending on situation which adds to tactical depth.
Post Reply