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How to Tweak Ranged Units

Posted: Wed Feb 26, 2025 1:32 pm
by Mav01
Is it possible to increase ammunition limit from 5 turns to something longer, like for example 10 turns.
How do I also increase casualties caused by ranged units, especially for the artillery.

Re: How to Tweak Ranged Units

Posted: Mon Mar 03, 2025 7:44 am
by rbodleyscott
The increase the ammunition supply
Mav01 wrote: Wed Feb 26, 2025 1:32 pm Is it possible to increase ammunition limit from 5 turns to something longer, like for example 10 turns.
Change

#define FULL_EFFECT_SHOTS 10

in Macros.BSF, to

#define FULL_EFFECT_SHOTS 20

(Two shots are used per turn of shooting)
How do I also increase casualties caused by ranged units, especially for the artillery.
To increase the effect of all shooting, increase the value in

base_damage = 43;

in

FUNCTION CalculateShootingDamage(me, target, volley, test, print, reaction)

in

Shooting_Logic.BSF

The reason that artillery shooting is so erratic is that they use a skewed RNG for casualties - skewed towards the lower end of the range.

Code: Select all

      // Artillery more random than other types - but high damage hits less frequent than low damage hits
      if ((IsArtillery(me) == 1) || (IsArtilleryWagon(me) == 1))
				{
					skew_type = 2;
					minDam = base_damage / 2;
					maxDam = (base_damage * 3) - minDam;
				}
			else
				{
					skew_type = 1;
					minDam = base_damage / 2;
					maxDam = base_damage * 3;
					maxDam /= 2;
				}
You could change the artillery part of this to match the second part.

Re: How to Tweak Ranged Units

Posted: Tue Mar 04, 2025 12:15 pm
by Mav01
Thank you for the reply. I tired to work it out for myself but i couldn't work it out.