shotgunfacelift
Corporal
Posts: 59
Joined: Mon Nov 12, 2012 11:16 am
Location: Bordeaux

Fort firing

Sat Feb 16, 2019 7:05 pm

LiarFox wrote:• Forts will now fire only on ships passing in "designated regions".
• All rivers and "estuaries", Dardanelles/Bosphore, and Neva Mouth are "designated"
• There is also some chance that passing ships will evade fort fire. You will see a message if this occurs.
• Gibraltar will no longer fire at the straits! Ships passing in Coastal Waters will no longer be fired upon!


Is it possible to "add" regions to the "designated" ones ?

If so, how please ??
As a side note I have the same question concerning WiA.

The only thing I found that seems related is:

// can fire on passing ships
rulExtFortFiring = 1

shotgunfacelift
Corporal
Posts: 59
Joined: Mon Nov 12, 2012 11:16 am
Location: Bordeaux

Re: Fort firing

Fri Feb 22, 2019 4:48 am

I looked at rivers & estuaries they all have StraitBlock=1, like Neva:
UID = 4256
Name = Neva_Mouth

StraitBlock = 1

Other sea provinces = 0

So is this the string that allows firing on passing ships ?

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Bohémond
Posts: 2799
Joined: Wed May 14, 2008 8:47 pm

Re: Fort firing

Fri Feb 22, 2019 1:39 pm

shotgunfacelift wrote:I looked at rivers & estuaries they all have StraitBlock=1, like Neva:
UID = 4256
Name = Neva_Mouth

StraitBlock = 1

Other sea provinces = 0

So is this the string that allows firing on passing ships ?


Correct.

Straitblock =1 is required for firing on passing ships.

Some others requirements are present ;

bmbHitCoeffLand = 20 // coefficient (in hundredth)to land efficiency for bombard
bmbHitCoeffNav = 5 // coefficient (in hundredth)to ship efficiency for bombard
bmbMaxHitsDoneByLand = 40 // How many hit points can be done by Land units against a fleet
bmbMaxHitsDoneByNav = 40 // the reverse
bmbMinEntrenchLevel = 3 // Minimum level to reach by an artillery so that it can bombards or interdict ships& water supply
bmbRange = 3 // Minimum range a gun should have to bombard (both land art & ships)
bmbAllowSupportAnyCoastal = 1 // if true, bombardment can be done against an enemy not in a structure, if we have a stack in the region
bmbAllowFreeFireAnyCoastal = 0 // if true, bombardment can be done against an enemy not in a structure, even if we don't have a stack in the region


You can find them in NGC/Settings/Gamelogic.opt

Regards

shotgunfacelift
Corporal
Posts: 59
Joined: Mon Nov 12, 2012 11:16 am
Location: Bordeaux

Re: Fort firing

Fri Feb 22, 2019 7:36 pm

All right many thanks again Bohémond !

Other requirements are met I suppose since forts actually fire = in designated regions

If if want to balance things like bmbMaxHitsDoneByLand now I know where to look
It seems that having a fort isn't actually a requirement :8o:

One more thing please... is it save-compatible to modify .rgn files ? :eek:

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Bohémond
Posts: 2799
Joined: Wed May 14, 2008 8:47 pm

Re: Fort firing

Fri Feb 22, 2019 8:29 pm

Modifying .rgn files is save compatible.
They are not linked to scenarios and they are loaded in the engine each time you do start a new game session.

Regards

shotgunfacelift
Corporal
Posts: 59
Joined: Mon Nov 12, 2012 11:16 am
Location: Bordeaux

Re: Fort firing

Sat Feb 23, 2019 7:59 pm

Everything I needed to know. Thank you very much Sir !

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