Unhardcoding Urban Combat Values

Bug #895091 reported by Bug Importer
26
This bug affects 3 people
Affects Status Importance Assigned to Milestone
Ares
Confirmed
Wishlist
Unassigned

Bug Description

So you can specify urban combat range, ROF and occupy damage on a per weapon basis.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

I can see per-building settings being also useful, but I can't think of a way to implement them without too much hassle. But still worth doing in the future.

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MRMIdAS (mrmidas) wrote :

I'd like to see this looked at too, I don't know if it's as simple as having an occupyweapon that the game calls, and derives range and stuff from the weapon not the building.

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Firefly (firefly) wrote :

isn't that already possible?

i remember allowing infantry units to occupy UC-buildings and there is a rulesmd.ini-flag which defines the weapon used by this unit in UC.

[E1]
...
Occupier=yes ; I can Occupy UC buildings
OccupyWeapon=UCPara; The weapon I use while Occupying. Defaults to 0 (Primary)
...

Revision history for this message
EVA-251 (eva-251) wrote :

I don't know the code behind the logic, but couldn't it be made to just skip a particular occupant if that occupant's weapons cannot engage the target of the (first) occupant to engage said target? (IE skip a sniper when the target is a vehicle)

...
Now that I think about it, it would be a hassle to implement.

Though I think the best (but most complicated) way to fix this would be if an occupant with a different weapon comes up- the garrison reacquires a target.

Garrison order:
4 normal GI- Target a conscript 4 cells away
1 elite GI- New weapon, may re-acquire a new conscript 5 cells away
3 GGI - New weapon, re-acquires a Kirov 10 cells away
2 Sniper - New weapon, re-acquires a Boris 10 cells away lazing the structure

Revision history for this message
Professor_Tesla (professor-tesla) wrote :

I've heard (or read, rather) from DCoder in chat, and it apparently wouldn't be easy to do this. But I would like to see it done if it can be. It always annoyed me how all occupants in an occupied building had the same range.

Revision history for this message
skyboy (skyboy) wrote :

What about implementing OpenTop logic for buildings?

Revision history for this message
Beowulf (genkosygin) wrote :

In favor of this, just for the Range.

Revision history for this message
OB (rbo818) wrote :

"isn't that already possible? i remember allowing infantry units to occupy UC-buildings and there is a rulesmd.ini-flag which defines the weapon used by this unit in UC."

All UC weapons are limited to a universal range - damage/warhead/projectile can be altered though.

Opentopped on a building would do everything rather nicely, if its possible. Still voting in favor of this.

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