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dworkin
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What are other peoples' reactions to this?
I find it to be a nice flavour thing but it doesn't really impress me all that much.
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mimi
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Where Moose are Meat
Feb 2002 time: 01:32
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quote: Originally posted by Gibsie
Well I don't think it's meant to be a feature that makes people wet themselves... |
Oh, well, tell that to my chair!
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mimi
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Where Moose are Meat
Feb 2002 time: 01:32
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Seems sorta pointless... all it does is make my unit 1hp lower before I destroy the archer. They would never do enough damage to *stop* my assault.
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CerberusIV
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It has a point if you are attacking a pikeman stacked with a longbowman and using a knight or med inf. If it doesn't go well that 1HP might well make a difference.
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Snotty
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Zero range bombard is fantastic, and Im glad they included it as standard in C3C. This way it can be included in all MP games, and promotes more varied, and more interesting, armies.
Vmxa, why don't you like it?
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:32
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quote: Originally posted by Snotty
Zero range bombard is fantastic, and Im glad they included it as standard in C3C. This way it can be included in all MP games, and promotes more varied, and more interesting, armies.
Vmxa, why don't you like it? |
I only care about it in that I wanted to the game to not change units behavior that much over time. IOW if the archer had it on the day Civ III was released, I would be fine with it.
It is not that I don't like it, I just don't like introducing the change.
Well that and I do not want to build archers, unless I am going to do a rush with them. I rarely build them in the past, now I have to.
Last edited by vmxa1 on 29-11-2003 at 06:28
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Dominae
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I wish Archers, Longbowmen, et al. got their full Attack rating in zero-range bombard. This gives them a decent chance of taking a HP off a unit on defense. As it is now, it's more or less a fluke when it happens, and does not really justify putting Archers and such in your stacks (I'm sad to say).
In the AU mod we've always used the full Attack value of the unit. Although this made Archer rushes that much more powerful for the human player, the AI would benefit from it in the long run (especially with Guerillas).
In C3C defensive bombard adds flavor, but is really not all that great strategically.
Dominae
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:32
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A nifty little change that adds to the game IMO.
(and it reveals to me how many archers I have to take out after the defending spears and swords)
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Dominae
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quote: Originally posted by donegeal
Flavor? I think it makes it more real. If someone were to charge a castle, the first thing that the castle defendeders would do is shower the incoming armies with arrows. 0-range bombard is an excellent addition. |
That's right, flavor.
Unless you show me a game in which the Archers' ability actually turns the tide of battle, I stand by my statement that it adds nothing more than "coolness" (i.e. flavor). If you want the defensive first-strike ability to be meaningful in battle, you need to give Archers, Longbowmen, etc. their full Attack value in Bombard strength.
Mind you, I'm glad this is in the game now. It's just that I'm not as excited about it as I could have been.
Dominae
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Algernon Pondlife
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quote: I was not a big fan of it in AU mod and I still feel the same. It is not so big a deal that I would complain either. I am not fond of these types of changes in games. I guess it does not matter if you never play PTW or CivIII after getting C3C. |
I don't understand. I've been using this for months in PTW. Or am I dreaming? - no I can't be; I've only had C3C since Saturday morning.
It does make a difference in defence and it is on a realistic scale; a charging group only meets a limited number of salvos from archers before engaging, whereas a static group will suffer much more from a well positioned archer offensive. So if it only sometimes has an important effect that is exactly right. Over time and enough engagements it will have proved a certain statistical impact on a campaign.
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Fried-Psitalon
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Not just another pretty face.
Dec 2002 time: 00:32
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quote: Originally posted by Snotty
quote: (unless they're called Legolas or Aragorn ) |
Yes, it would be too much to let our archers ignore move penalty for mountains as they snowboard down them on shields 
Whats the score with multiple defensive bombards? I thought it was one per attack, but Fried-Psitalon implies otherwise. |
Bombardment runs on different rules in multiplayer. Example:
5 Swords attack 5 spears backed by 5 catapults.
In single player, this would proceed:
Sword A attacks, Catapult A fires, Spear A defends.
Sword B attacks, Catapult B fires, Spear B defends.
And so on.
In multiplayer, however, all bombarding units fire at once until the defending unit is reduced to minimum health for that bombarding unit. (Phrased that way deliberately, as you'll see below.)
So returning to the example:
Regular Sword A attacks-
Catapults A through E trigger. A fires - a hit! B fires- a hit! C,D,E do nothing. Spear A defends.
Regular Sword B attacks - C fires - a miss! D fires - a miss! E fires - a hit! Spear B defends.
Thus, rather than the "spread it out evenly" method of defensive bombardment in SP, in MP bombardment is heaped on the first attackers. This can lead to a very effective "throw a spear/pike/musket/whatever" in the way first strategy to soak up the defensive fire before continuing.
It IS worth noting though, that a stack of Hwacha's can really make for one heck of a defensive guard. 5 Hwachas fire as you move into the square, and then fire again as you attack- and since these are capable of KILLS, it is possible with Hwacha's to make an attack a "null attack" - one that starts but never finishes.
Luckily for modern multiplayer, the Hwacha's attack value was pulled back from artillery level to cannon level, or these lethal rocket launchers would be fearsome indeed.
Class dismissed. 
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Snotty
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Wow, that really is something to think about with our zero range bombard fun. Those Bab bow stacks really are something to be feared. Thanks for clearing that up.
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