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[Change-Request][Explosives supply dmg too weak][since day 1?]

Posted: Sun Nov 06, 2022 6:45 pm
by Horst
Explosives option of Engineers, paratroopers, special forces, and partisans
"Use explosives to destroy all infrastructure on the hex: Bridges, Roads and Supply Output."

Was playing a custom map with Chinese partisans behind enemy lines, eager to blow up that 20-supply hex and bang: 15 supply left afterwards? C'mon!
I never really bothered about blowing up bridges and especially not blowing up supply in scenarios so far, so I hadn't really notice that puny banger effect for a cost of 10 RP yet.
The trait description still mentions "Roads" what must be outdated, as there are no terrain changing effects in the game that work, as far as I know.
Blowing up supply points that slow per turn is rather pointless that someone should really find a better use for such demolition units.

Re: [Change-Request][Explosives supply dmg too weak][since day 1?]

Posted: Sat Dec 24, 2022 11:22 pm
by Applepie68
Oh wow I never really had the chance to do something like that but I didn't realize just how bad it is. I always assumed it would automatically set it to zero supply afterwards. I definitely would love to see this change happen. I find partisans really weak for their cost already.

Re: [Change-Request][Explosives supply dmg too weak][since day 1?]

Posted: Fri Dec 30, 2022 1:37 pm
by Horst
Problem solved! :twisted:
My skill turned from brutish hack & slash to precise chirurgic scapel operations now. :wink:
Boom.gif
Boom.gif (641.43 KiB) Viewed 490 times

Re: [Change-Request][Explosives supply dmg too weak][since day 1?]

Posted: Wed Jan 18, 2023 7:27 pm
by bru888
Horst has included a correction for this in his OoB v9.2.5 - Fixes & Tweaks

https://www.slitherine.com/forum/viewtopic.php?t=110928