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jid
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Hi guys,
I've been playing Civ for quite a while now and have migrated to C3C.
However, I'm still confused about some of the aspects of the combat system and would appreciate some help:
1) Zone of Control
This is obviously different to the Civ2 system but how exactly does it work? It looks as though any unit with ZoC has a percentage chance of shooting at an enemy unit when that unit comes near.
What affects the percentage chance? Is it affected by whether the unit is fortified; in a fortification; had movement points left over from the last turn; the quality or attributes of the unit that has entered the ZoC; whether the unit has entered the ZoC, is leaving the ZoC or moving within the ZoC?
2) Defensive bombardment
It looks as though certain units have a quality called defensive bombardment.
When is the defensive bombardment value used as opposed to the units natural defensive value?
What other factors affect defensive bombardment (along the same lines as factors listed for ZoC)?
3) Anti Aircraft units
Do AA units attack any aircraft that flies directly over them or any aircraft that flies within one square of them?
4) Combined Arms
Obviously, combined arms are essential in modern warfare but it looks redundant in C3C. While all the required units are present (marines, paratroopers, TOW Infantry, helicopters, Mobile AA) does anyone use anything beyond Mech Inf., Modern Armour and Radar Artillery?
What is the purpose of TOW Infantry in C3C?
Thanks,
Jid
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:33
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Shortly:
1) Where in Civ2 or CtP the movement would be blocked due to ZoC, in Civ3 it is still possible, but the other civ gets a free shot on the passing unit. I think it gets it always, i.e. 100%.
2) The defense bombard is used once in a turn per unit with this feature and only, if the unit isn't the defender itself. If you attack a spearman/archer stack, the archer gets a defensive shot, before the spearman defends. If you attack two archers, one gets a defensive shot, the other defends. If you attack an elite archer and a beaten up a 1-hp spearman and the archer defends, there will be no defensive shot (the archer defends, and the spearman has no range-0 bombardement). If you attack a single archer, it doesn't get the defensive shot either, because it's the defender.
3) Since airpower is used mission based, there's no real route for the plane. I can't answer this question (my Conquests experience is rather slim), but I think there must be some kind of a range for the AA unit.
4) Combined arms is only for the roleplaying aspect in epic single player games and of little use otherwise. Just take the best attacker and a lot of it and go conquer. But combined arms are an absolute necessity, when it comes to multiplayer games.
TOW infantry is just another foot unit which doesn't need a resource. That's good, because otherwise a civ without resources would have to resort to riflemen even through the modern age.
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geniemalin
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quote: Originally posted by jid
1) Zone of Control
This is obviously different to the Civ2 system but how exactly does it work? It looks as though any unit with ZoC has a percentage chance of shooting at an enemy unit when that unit comes near. |
Not 'coming near'; it only has a chance at a shot if the enemy unit moves from one square next to it into another square, also next to it.
My understanding (possibly wrong) is that if you meet the above condition, it always 'gets the shot' but the shot is resolved like a normal attack ( ATT/(ATT+DEF) ) so may or may not succeed.
quote:
2) Defensive bombardment
It looks as though certain units have a quality called defensive bombardment.
When is the defensive bombardment value used as opposed to the units natural defensive value?
What other factors affect defensive bombardment (along the same lines as factors listed for ZoC)?
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Defensive bombardment is simple. When the unit (or the stack it is in if there are multiple units in the square) is attacked, before 'normal' combat is resolved it gets a free shot - which again is resolved like a normal attack.
quote:
3) Anti Aircraft units
Do AA units attack any aircraft that flies directly over them or any aircraft that flies within one square of them?
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Only directly attacking their square. There are no 'paths' in C3, the planes 'teleport' to their attack location and don't 'fly over' anything.
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mactenchi
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tow infantry is also nice because it has that zero range bombard. i was using mech inf. and tow inf. stacked as defenders in my last game. also, depending on your research, you might get tow inf. earlier.
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patcon
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more questions on anti-air defense
1. Sometimes when I bomb a city with multiple bombers, the AI sends fighters against them as they are sent (until they run out of fighters, and I send enough bombers that they always do), but sometimes they ignore some bombers and intercept later ones. Has anyone else seen this?
2. Do Flak and Mobile SAMs only defend against aircraft which directly attack their tile? Or can I create a defensive wall of SAMs in the flight path of any potential aerial attack? Perhaps ringing an opponent's city which has bombers with SAMs to shoot at the bombers if they try to launch an air assault while I bring up enough other units to capture the city? While that (a complete ring) might seem extreme, a partial wall might cause a flight-path diversion far enough to put some of your units and cities out of operational range.
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SporkPimp
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Orange County, California. Yes, it is like in the movie, except they got the city names wrong.
Jan 2002 time: 21:33
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Uh... maybe he's just saying that RTS games rely on having very high dexterity, hand-eye coordination, and memorization to succeed?
The primary factor in most RTS games is how fast you play, not how smart you play. The guy who can micromanage his units while simultaneously out-producing casual players 5-to-1 (laughable, actually... it's generally more like 10-to-1) wins. The fact that great skill is required to come up with winning strategies doesn't take away the fact that actually implementing them is a game of speed.
It's like an FPS, for that matter... it doesn't matter how goddamned clever you are if you can't make decisions faster than the other guy. Knowing where to shoot falls second to actually shooting, etc. etc...
...you know, this is a ridiculously off-topic argument.
Yes, RTS games are clickfests. No, they aren't mindless. Let's all get over ourselves.
-SporkPimp
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