PHASE 1 UPDATE - version 0A_LuxInvicta released
DOWNLOAD 0A_LuxInvicta
Release Notes:
All Skirmish Tactics added in, but not fully fleshed out.
Borrowed Six Gun South's Better Armies's tactics (for the non-cultural melee phase) and sprites.
Known Issues:
a "light_infantry_offensive" tactic shows up, but I'm unable to make it disappear without locking some code in a quarantine
since I just copy-pasted SixGunSouth's code for the melee section, and since it also heavily adds culture resctrictions for these, some tactics may not show up despite theoretically being available. Sorry, I got lazy...
Requirements:
the "unit rebalance" itself requires the defines.lua available in the SVN version. but since we're not yet sure whether to use the beta features or not, I'll omit it for now
As was noted in the General Unit Rebalance thread, it's pointless to rebalance units only while not tweaking the tactics they use. As such, I've fully begun working on my Advanced Battles & Combat Depth Essentials project in tandem with it.
Right now, only skirmish tactics have been added, while the rest of the tactics section uses the Lux Invictified cultural tactics and SixGunSouth's Better Armies tactics for melee.
As I noted, I'm having difficulty finding out why that non-tactic shows up.
Can anyone help? I've been trying to make sense of it, but I just can't find the cause of the bug.
Here's the code block that seems to cause it (ie. removing this removes the bugged "light_infantry_offensive" tactic from showing up)
Aside from that, I'm also not really fully satisfied with the way tactics are being selected/weighted, and I'd like your opinion on how to fully tighten them up as well. I've updated the OP, so the list of tactics and their relevant modifiers there is exactly how they're coded (barring unintentional typos I might have failed to catch).
DOWNLOAD 0A_LuxInvicta
Release Notes:
All Skirmish Tactics added in, but not fully fleshed out.
Borrowed Six Gun South's Better Armies's tactics (for the non-cultural melee phase) and sprites.
Known Issues:
a "light_infantry_offensive" tactic shows up, but I'm unable to make it disappear without locking some code in a quarantine
since I just copy-pasted SixGunSouth's code for the melee section, and since it also heavily adds culture resctrictions for these, some tactics may not show up despite theoretically being available. Sorry, I got lazy...
Requirements:
the "unit rebalance" itself requires the defines.lua available in the SVN version. but since we're not yet sure whether to use the beta features or not, I'll omit it for now
As was noted in the General Unit Rebalance thread, it's pointless to rebalance units only while not tweaking the tactics they use. As such, I've fully begun working on my Advanced Battles & Combat Depth Essentials project in tandem with it.
Right now, only skirmish tactics have been added, while the rest of the tactics section uses the Lux Invictified cultural tactics and SixGunSouth's Better Armies tactics for melee.
As I noted, I'm having difficulty finding out why that non-tactic shows up.
Can anyone help? I've been trying to make sense of it, but I just can't find the cause of the bug.
Here's the code block that seems to cause it (ie. removing this removes the bugged "light_infantry_offensive" tactic from showing up)
Code:
#Desert Ambush#
sk_am_desertambush = {
days = 4
sprite = 11
group = sk_ambushes
trigger = {
phase = skirmish
flank_has_leader = yes
location = {
terrain = desert
}
leader = {
martial = 8
intrigue = 8
}
}
mean_time_to_happen = {
days = 3
# commander
modifier = {
factor = 5
leader = {
OR = {
trait = desert_terrain_leader #bonus
trait = experimenter #bonus
trait = trickster #bonus
}
}
}
modifier = {
factor = 5
leader = {
martial = 16 #bonus
}
#composition independent
#location
modifier = {
factor = 5
location = {
terrain = desert
}
}
}
}
light_infantry_offensive = 0.25
archers_offensive = 0.25
light_cavalry_offensive = 0.5
camel_cavalry_offensive = 1
horse_archers_offensive = 0.5
enemy = {
group = sk_manoeuvres
factor = -0.5
}
enemy = {
group = sk_infantryscreening
factor = 1
}
}
#Crushing Desert Ambush#
sk_am_crushingdesertambush = {
days = 4
sprite = 7
group = sk_ambushes
trigger = {
phase = skirmish
flank_has_leader = yes
location = {
terrain = desert
}
leader = {
martial = 16
intrigue = 8
OR = {
trait = desert_terrain_leader
trait = experimenter
trait = trickster
}
}
}
mean_time_to_happen = {
days = 3
# commander
modifier = {
factor = 5
leader = {
OR = {
trait = desert_terrain_leader #bonus
trait = experimenter #bonus
trait = trickster #bonus
}
}
}
#composition independent
#location
modifier = {
factor = 5
location = {
terrain = desert
}
}
}
light_infantry_offensive = 0.5
archers_offensive = 0.5
light_cavalry_offensive = 1
camel_cavalry_offensive = 2
horse_archers_offensive = 1
enemy = {
group = sk_manoeuvres
factor = -0.25
}
enemy = {
group = sk_infantryscreening
factor = 1.5
}
}
Aside from that, I'm also not really fully satisfied with the way tactics are being selected/weighted, and I'd like your opinion on how to fully tighten them up as well. I've updated the OP, so the list of tactics and their relevant modifiers there is exactly how they're coded (barring unintentional typos I might have failed to catch).