Re: recent changes (11 August)
- 1 CBP / Misc Fixes documentation
- 2 Category:Missiles
- 3 Image sizes for infoboxes
- 4 Infobox:Buildings
- 5 Category:Vehicles
- 6 Custom badges
- 7 Infobox:Units
- 8 Overly-technical information on pages
- 9 Reviewing other changes
- 10 Drama
I can't find the exact place you mentioned this, but do remember that you said you thought you couldn't access it because you couldn't download them from Steam. This is publicly available; the documentation is not part of the file downloads (other than the fact that the documentation is probably easier to understand when you can see the changes in the files directly).
The CBP "List of Changes" spreadsheet has all the changes that affect balance (linked on the mod page). The Misc Fixes documentation is on that mod's discussion forum (each …
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- 1 By default: assume good faith, and respond as such
- 1.1 Reasonable example:
- 1.2 Reasonable example:
- 1.3 Unreasonable example:
- 2 Try to respect boundaries
- 2.1 Reasonable example:
- 2.2 Reasonable example:
- 2.3 Reasonable example:
- 2.4 Unreasonable example:
- 2.5 Unreasonable example:
- 3 Others are not obligated to set themselves on fire to keep you warm
- If someone says they are on a week-long vacation skiing, assume good faith. They are probably on a week-long vacation skiing.
- Your actions should reflect this information.
- If you're unclear on it, it's perfectly reasonable to request a clarification as to when that person expects to be free again (but be aware that given that someone who is skiing probably can't immediately reply to that).
- It is not reasonable to expect th…
Unit turret rotation / attack angle
I'm putting this up here for easier reference for others, rather than needing to dig into game files each time - but I don't want to create a formal page for this yet.
These values are found in unit_graphics.xml and dictate how off-axis a unit can fire (for example, can a Horse Archer fire behind itself).
(note that the GREYHOUND entry is a CBP bugfix for the American-only Armored Car, and is not found in the unmodded game files)
For land units that use a single node for their attacks, the value is fairly straightforward to interpret. A unit that can attack a maximum of 180 degrees left and right of itself is able to attack directly behind itself (e.g. Mahouts), and values of less than 180 mean a unit is only able to fire off-axis left or ri…
The mystery of minimum Sabotage damage
rules.xml implies the following:
- Commandos have a minimum Sabotage damage of 200.
- Special Forces have a minimum Sabotage damage of 400.
- Elite Special Forces have a minimum Sabotage damage of 800.
But this is apparently not the case, in both RoN:EE 1.20 and T&P 2905 (I tested multiple possible event sequences on both game versions e.g. manually aging up, manually upgrading the units, manually building them, , just using cheats for those, using different nations etc). I unfortunately can't get vanilla to run on my system but am really curious if the values work there.
^ This is what the code is, and given that these units do have a minimum Sabotage damage of 200 I can't imagine that the damage value would be referring to anything else. The main two…
In RoN:EE, objects masks for units don't function in balance.xml
Usually I'd put this on my site but the level of quality I'm willing to write at isn't quite up that bar, plus I get magic internet points for making a blog here so yay?
But yes, I've discovered that in EE, object masks for units don't work in balance.xml. This appears to ultimately be the cause of a number of oddities that were previously difficult to explain:
- Elephants take almost no damage from light infantry / archers in EE
- The amount of shots required to kill citizens with horse archers was increased in EE
- Sea-based anti-air (e.g. cruisers) are not very good against planes in EE
UPDATE 1: I've put some examples of the differences into a not-that-high-quality video: https://www.youtube.com/watch?v=yaQvTjTJ8PE
UPDATE 2: And put together a spr…