I'm currently playtesting with that hard-coded change that mines (land/naval) only loose 34% (no fractions possible here) strength, while a bumping unit receives only one (unchangeable for me as it is always 1/3 of mine damage) during one "engagement".
Only during an ambush, the mover also receives 34% damage, same as the mines.
That means you can't kamikaze through mines in a single turn, but require three turns or three units in one turn to forcibly remove them without engineers.
This won't remove the cheesy tactic to use very cheap units for removal, but at least makes mines more of a hindrance than a side distraction.
Maybe it could block too much the AI, as it is already too restricted by only the AI Task Move to Hex for its engineers to remove mines safely. AI Pathfinding isn't really a strongpoint either in this and other games.
Changes were done by JustDecompile and plugin Reflexil, should someone ask. Please don't ask for instructions, as it is a sensitive matter. I propose this as an official change, somewhat more sophisticated than my hack & slash mods.
At least you should know that my change example is possible to do in 5 minutes without extra coding.
[Change-Request][More durable mines][Maybe]
Moderators: The Artistocrats, Order of Battle Moderators
Re: [Change-Request][More durable mines][Maybe]
+1
Mines are way too weak currently.
Mines are way too weak currently.
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- Lieutenant-General - Karl-Gerat 040
- Posts: 3710
- Joined: Mon Nov 27, 2017 10:24 pm
Re: [Change-Request][More durable mines][Maybe]
I like the proposal of more durable mines, too!
Although... there's also this one Japanese tank that can remove mines, but I have no idea if the AI can utilize that function with mechanical units.
Good point with blocking the AI, though. On the other hand - and personally I'm torn on the issue, but lean rather against it - the more recent DLC started to use "faction mines".
First off, I never liked that a minefield prevents the "flanking" mechanic of land units. Stupid.
And the most annoying thing IMO is of course that enemy units can go full speed through "faction mines" .
I'm not sure but I think that those mines even remove some FoW for the AI to be able to target adjacent units with arty, for example.
Noticed that heavies also do "clear" mines sometimes? Yeah, they take damage, but are the only two AI units capable to remove landmines to my knowledge.
Although... there's also this one Japanese tank that can remove mines, but I have no idea if the AI can utilize that function with mechanical units.
Good point with blocking the AI, though. On the other hand - and personally I'm torn on the issue, but lean rather against it - the more recent DLC started to use "faction mines".
First off, I never liked that a minefield prevents the "flanking" mechanic of land units. Stupid.
And the most annoying thing IMO is of course that enemy units can go full speed through "faction mines" .
I'm not sure but I think that those mines even remove some FoW for the AI to be able to target adjacent units with arty, for example.
Re: [Change-Request][More durable mines][Maybe]
Mines can truely block the AI, no matter what AI Task setting. Even with Aggression 100.
I went through all AI Task possibilities , and nothing let the infantry or the tank attack the mines, may it no-man's or enemy-faction ones, nor 1 or 10-strength mines.
I also tested it with my mine-mod and without. Same results.
The super-heavy tank didn't detect the mines at first, of course. It rumbled into them. After many turns of repairs and sometimes idle sitting around, it tried for other directions but strangely never the NW direction (tested 2x), until it went totally idle.
This is sad...
I went through all AI Task possibilities , and nothing let the infantry or the tank attack the mines, may it no-man's or enemy-faction ones, nor 1 or 10-strength mines.
I also tested it with my mine-mod and without. Same results.
The super-heavy tank didn't detect the mines at first, of course. It rumbled into them. After many turns of repairs and sometimes idle sitting around, it tried for other directions but strangely never the NW direction (tested 2x), until it went totally idle.
This is sad...

Re: [Change-Request][More durable mines][Maybe]
Yep, looks strange with the neutral mines preventing flanking, although enemy mines won't.
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- Field Marshal - Elefant
- Posts: 5953
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- Location: the land of freedom
Re: [Change-Request][More durable mines][Maybe]
+1
Mines more durable would make the role of engineers more important.
PS: anti-tank and anti-personnel mines ?
Mine-S (Schrapnellmine) :
Mines more durable would make the role of engineers more important.
PS: anti-tank and anti-personnel mines ?
Mine-S (Schrapnellmine) :
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- Lieutenant-General - Karl-Gerat 040
- Posts: 3710
- Joined: Mon Nov 27, 2017 10:24 pm
Re: [Change-Request][More durable mines][Maybe]
Oh yeah, and they prevent "upgrading", too, by the way...GabeKnight wrote: ↑Wed Nov 16, 2022 6:31 am First off, I never liked that a minefield prevents the "flanking" mechanic of land units. Stupid.
Re: [Change-Request][More durable mines][Maybe]
Oh yes, repairing/reinforcing works next to allied and neutral mines, but upgrading only next to allied mines.
Neutral mines are treated as adjacent enemy unit for denying upgrading, but you can still repair up to five strength points next to them.
Neutral mines are treated as adjacent enemy unit for denying upgrading, but you can still repair up to five strength points next to them.
