Code: Select all
UID = 33
Alias = rgdPartisansRaid
Name = $rgd_nam_PartisansRaid
ShortName = $rgd_shortnam_PartisansRaid
Text = $rgd_txt_PartisansRaid
Kind = $rgdSocial
Subtype = $dstMilAction
SoundsPlayed = $snd_RGD_PartisansRaid
ImageMap = RgnDecision_OnMap_PartisansRaid.png
ImagePanel = RgnDecision_PartisansRaid.png
ImageFlavor = CW2_MilAction.png
MustHaveAdjThisSUAttrib = #IsPartisan#
MustHaveAdjThisSUFamily = $famSkirmisher|$famRaider
MustHaveNumQualify = 1
MustNotBeOwnedRegion = 1
CityMaxLevel = 10
NeedThisStrucAttribAny = #Is_Depot#
BaseSuccess = 50
Duration = 1
Out_Abs_Morale = 1
Effect_PostponeEnd = 1
Effect_RemoveFromFP = 1
Effect_ScriptFileName = RegionsDecisions
Effect_ScriptName = RGDScriptPartisansRaid
Effect_Str_Success = str_CMN_rgd_PartisansRaid
Code: Select all
StartEvent = RGDScriptPartisansRaid|999|0|NULL|NULL|NULL|NULL
Conditions
SelectSubUnits = Region;Enemy
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
Actions
RemoveStructure = ByKind $StuDepot;ALL;ANYFAC
EndEvent
Pocus wrote:Because you could lose Almagordo and not being able to play the card.
ohms_law wrote:There's only so many of those cards though, and they don't always work even if the target is valid.
You're right, that card is powerful, but I think that you're giving it too much power.
Merlin wrote:If you succeed against a depot greater than level 1, it reduces the size of the depot by 1. Given what Pocus has said, I'm not certain the card is working as it should, since I've seen it reduce Alexandria when the entire AotP is sitting there.
ajarnlance wrote:Captain Orso checked and was surprised to find that a level four depot is completely removed in one turn: IT IS NOT REDUCED BY ONE LEVEL BUT BY FOUR. THIS MAKES IT FAR TOO POWERFUL. However, as you say, I think it should only be reduced by one for each successful attack. Someone needs to let Pocus know it's not working as advertised![]()
Captain_Orso wrote:I don't know where what is advertised, but I had read somewhere that it should only reduce a depot by 1 level. The AGEWiki section on script commands says something else. It says the depot is removed. That seems to be WAD.
ohms_law wrote:I disagree. Removing 1 level means that the card essentially does nothing. As grimjaw already said, the higher levels only mean that more supply can be stored there, which is pretty meaningless in actual gameplay.
You're not supposed to be happy about it being played against you, you know.
grimjaw wrote:I'm not going to get into whether it was supposed to work this way as a function of design. This is the relevant line of code in the script associated with the RGD.
RemoveStructure = ByKind $StuDepot;ALL;ANYFAC
That syntax doesn't discriminate as to level of the depot. The only level check is for a city, (CityMaxLevel = 10) which is done when the card is placed. Since some of the rest of programming happens under the covers, I don't know what other line you could add to the RGD or the script to check the depot level.
The whole thing is a very high level of abstraction. Take a region like Nashville, TN, which already contains a large depot (I forgot the level, it's > 1). In these regions, military encampment often was outside the city. Does the game assume the depot was in the city or just somewhere in the region? If a fort was built in Nashville, was it built around the depot? Was the depot relocated inside the fort? When your 60 men (that's the flavor size of a partisan unit, IIRC) comes to set the hardtack, bacon and powder on fire, is it waltzing past the heavily manned fortification gates with lighted torches? At least in Nashville there might be enough population for the partisans to blend in and melt away to. OTOH, there's more people around to lend a hand in the bucket chain from the Tennessee River to put the fire out.
It a frontier region where the only structure (in game terms) is a depot, you could assume that has few defenses besides what the force in the region has entrenched near it. None of those things are taken into consideration by the RGD. If you own the region and the depot, you could ignore the items I mentioned above. But then for some reason larger depots are immune. It seems to me there's something in the game that can check depot level, because it's being used by units as a condition to allow depot destruction.
... and for some reason, it takes less time to destroy a depot if you don't own it. But only if you're regular army, because units with the appropriate attribute can fire a depot as soon as they capture it. Matter of fact, some units can (or could, haven't tried in awhile) gallop through regions with cities they can't capture, and while there they can fire the depot. Like a 19th century drive-by.
Really, the level of depot is the least of my beefs.
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