Search found 74 matches

by Wahazar
Fri Sep 14, 2018 10:39 am
Forum: Longturn
Topic: Ruleset complexity discussion
Replies: 13
Views: 191

Re: Ruleset complexity discussion

Overall discussion is very interesting, pity that it is cluttered by personal stuff. As a newcomer which doesn't know who i who, let me jump into meritum. Each action is a choice. Reducing the consequences of these choices "dumbs down" the game. In the extreme case where choices doesn't ma...
by Wahazar
Fri Sep 07, 2018 11:33 am
Forum: Rulesets and modpacks
Topic: Advanced modpack - tech, units, buildings
Replies: 6
Views: 396

Re: Advanced modpack - tech, units, buildings

I'll say this once again: too many units makes war less sensible because by the time you build a unit and it reaches the front line, it is already obsolete. Of course you are right, in case of one long unit chain with frequently upgrades along tech tree. But in case of this modpack: 1. there are se...
by Wahazar
Thu Sep 06, 2018 5:58 pm
Forum: Rulesets and modpacks
Topic: Advanced modpack - tech, units, buildings
Replies: 6
Views: 396

Re: Advanced modpack - tech, units, buildings

My modpack is already done, most of its milestones. It is compatible with 2.5.x version. I'm now testing it in singleplayer mode. Military units are reworked, there are separate upgrade tiers - defending infantry: Phalanx, Halberdiers, Pikemen, Musketeers, Riflemen, Line Infantry, Modern Rangers; at...
by Wahazar
Wed Sep 05, 2018 10:55 am
Forum: Wishlist
Topic: AI vs Capturable and Bombarder flag
Replies: 10
Views: 417

Re: AI vs Capturable and Bombarder flag

I found bug related with "Capturable" flag, if assigned to sea transport:
http://www.hostedredmine.com/issues/772516
Seems, that whole stack is captured, and captured land units cause assertion fail.
by Wahazar
Sun Sep 02, 2018 9:17 am
Forum: Rulesets and modpacks
Topic: Artillery turrets
Replies: 2
Views: 186

Re: Artillery turrets

A great idea! Just losing all turrets in almost any attack doesn't sound good; I would suggest either make them bombarder attackers Bombarder flag doesn't allow to attack from aboard, this feature is focused on aircrafts. And in my opinion, it would by overpowered, having possibility to hit other s...
by Wahazar
Thu Aug 30, 2018 12:00 pm
Forum: Wishlist
Topic: AI vs Capturable and Bombarder flag
Replies: 10
Views: 417

Re: AI vs Capturable and Bombarder flag

Thanks for clarification, so generally bombardment code assume, that unit is airborne.
by Wahazar
Wed Aug 29, 2018 8:11 am
Forum: Tech support
Topic: negative word overflow
Replies: 1
Views: 51

negative word overflow

I have sometimes following messages while playing with my own ruleset:
Trying to put -1 into 16 bits; it will result 65535 at receiving side.
Version 2.5.11.
Probably there is subtraction from 0, any idea how to track this problem to check which part of ruleset is responsible for?
by Wahazar
Tue Aug 28, 2018 2:08 pm
Forum: Wishlist
Topic: AI vs Capturable and Bombarder flag
Replies: 10
Views: 417

Re: AI vs Capturable and Bombarder flag

nef wrote:Is this something to do with bombarders having a normal attack against sea units?

Yest, it is the most frequent case.
Or bombarders attacking something on mountain.
by Wahazar
Fri Aug 24, 2018 10:23 am
Forum: Wishlist
Topic: AI vs Capturable and Bombarder flag
Replies: 10
Views: 417

Re: AI vs Capturable and Bombarder flag

Once more issue with Bombarder flag.
Unit with such flag, if has also and attack_non_native flag,doesn't bombard units attacked on non-native tile (for bombarder) - instead this, classic duel occurs.
Not sure, if it is bug or intended feature?
by Wahazar
Thu Aug 23, 2018 1:41 pm
Forum: Rulesets and modpacks
Topic: Artillery turrets
Replies: 2
Views: 186

Artillery turrets

I'm now testing idea with artillery turrets and torpedoes. Ships have increased DP and decreased AP, but can carry special cargo: turrets and/or torpedoes. Turrets can be also mounted in fortress (it is the only native tile for them) or loaded on armored train. I made two kind of turrets: ordinary c...