Artillery reaction phase
Posted: Sat Feb 06, 2016 6:44 am
We have noticed that artillery units don't react during next enemy turn, if moved during his own turn.
For example, you move a Maxim, logically, you can't make fire once moved, but then, the enemy turn starts, and the Maxim doesn't reaction fire at all.
the clue is in FUNCTION CHECK_UNIT_FIREAP or FIREHE
if( ( IsUnitSquadType(me, "Artillery") == 1 ) && ( GetAttrib(me, "moved") != 0 ) )
{
// nothing done here
}
This makes the AT and others guns very unusefull.
It doesn't seems a "by design" decision, or maybe yes, can you give us some light?
For example, you move a Maxim, logically, you can't make fire once moved, but then, the enemy turn starts, and the Maxim doesn't reaction fire at all.
the clue is in FUNCTION CHECK_UNIT_FIREAP or FIREHE
if( ( IsUnitSquadType(me, "Artillery") == 1 ) && ( GetAttrib(me, "moved") != 0 ) )
{
// nothing done here
}
This makes the AT and others guns very unusefull.
It doesn't seems a "by design" decision, or maybe yes, can you give us some light?