I am thinking of set "BombardRange" from 1 to 2 or even more, so, for example, my Artillery can bombard enemy troops without moving beside the target troop. Can this be done? I tried modify units.txt, no luck. Pls help.
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How to make "BombardRange" work?
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Sorry FrenzyHuman, no can do.
Tried it myself a while ago and I also went here in hope of finding some info but they all said the same as I'm telling you now:
The bombardment range is fixed to 1 no matter what you enter in the .txt files. Maybe you could do something in SLIC (just guessing) like:
-create an artillery unit on a square next to target.
-use it to bombard nearby square.
-kill the newly created unit.
I don't know how that will work in general (AI?) but let
me know if you try it.So much to do in so little time...
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I would modify these entries in the unit.txt:
BombardRange 1
And it might help if you would modify this order especially the range entry in the order.txt:
PHP Code:ORDER_BOMBARD {
Gold 0
Move 100
EventName "BombardOrder"
LocalizedName str_ldl_order_bombard
StatusText str_ldl_order_bombard
TargetPretest:EnemyCity
UnitPretest_CanBombard
Range 1
CPIcon "upsi01.tga"
ButtonLocation 8
DefaultIcon ICON_ORDER_BOMBARD
# FIXME - these are the default special action cursors
Cursor 7
InvalidCursor 8
}
Civ2 military advisor: "No complaints, Sir!"
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Originally posted by FrenzyHuman
Thanks to Martin too, while I don't quite understand that block of PHP code, to be frank
Martin was pointing out that you might want to find that extract, and chaneg the line:
Code:Range 1
Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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Originally posted by FrenzyHuman
Thanks to Martin too, while I don't quite understand that block of PHP code, to be frank
-MartinCiv2 military advisor: "No complaints, Sir!"
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I think this would only a problem if you only made a bombard goal for bombarding cities but Wes already fixed this by adding a bombard goal for units. By the way has someone a shure idea what these distance to Home/Enemy Boni lines could mean in addation to the short discription here on Apolyton?
-Martin
PHP Code:GOAL_BOMBARD {
SquadClass:CanDefend
SquadClass:CanAttack
SquadClass:CanBombard
TargetType:City
TargetOwner:HotEnemy
Execute ORDER_BOMBARD
ThreatBonus -100
EnemyValueBonus -100 //WW from 100
AlliedValueBonus 0 //WW from 1000
PowerBonus 0 //WW from 150
DistanceToHomeBonus 15
DistanceToEnemyBonus 15
ChokePointBonus 100
UnexploredBonus -999999
ObsoleteArmyBonus 0
TreaspassingArmyBonus 0
ThreatenType:DestroyCity
ThreatenBonus 5000
ForceMatch:Bombard
TargetProtectionWonder WONDER_THE_FORBIDDEN_CITY
}
GOAL_BOMBARD_UNIT { //WW this goal is used for bombarding enemy units
SquadClass:CanDefend
SquadClass:CanAttack
SquadClass:CanBombard
TargetType:AttackUnit //WW added
TargetType:SpecialUnit //WW added
TargetOwner:HotEnemy
Execute ORDER_BOMBARD
ThreatBonus -100
EnemyValueBonus -100 //WW from 100
AlliedValueBonus 0 //WW from 1000
PowerBonus 0 //WW from 150
DistanceToHomeBonus 15
DistanceToEnemyBonus 15
ChokePointBonus 100
UnexploredBonus -999999
ObsoleteArmyBonus 0
TreaspassingArmyBonus 0
ThreatenType:None
ThreatenBonus 0
ForceMatch:Bombard
TargetProtectionWonder WONDER_THE_FORBIDDEN_CITY
}
Civ2 military advisor: "No complaints, Sir!"
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Hi Guys,
I think the topic here was "if bombard range can be extended from 1 to 2",
not "if AI can bombard unit/city or not".
Am I right about this?
While there was no problem for AI to bombard unit or city in the original CTPII game,
as far as I experienced.
Back to bombard range, I still haven't got any luck to make it further than 1.
The solution to create a temporary unit close to target and bombard the target,
then kill the temporary unit is very complicated. Because of the terrain, for example,
you have a battle ship with bombard range 2 to bombard an inland city which is located
one square to the ocean, then how can you do that?
change the terrain as well while bombarding?
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