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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.