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skorpion59
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Tulsa, Oklahoma, USA
May 1999 time: 23:14
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Nope, units can only fight if they are next to each other. I misunderstood that also when I first saw the range settings.
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Savant
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The Mountain Empire
Jul 1999 time: 00:14
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If the bombard range were actually modifiable, then CTP could also emulate tactical combat and not just strategic combat. Someone could then develop an Agincourt scenario where the longbows would have telling effect!
The closest CTP comes to this is with the cruise missile unit, but once used, it's gone. It's more like an "arrow" than a longbowman.
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'Blood will run'
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Diodorus Sicilus
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Steilacoom, WA, USA
May 1999 time: 05:14
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Not only would multiple-tile ranges allow for some interesting 'tactical' scenarios, but in the strategic setting of regular CtPII it would allow us to simulate the most modern artillery weapons - the 'battlefield missiles' like MLRS, TACAMS, SCUD, PLUTON, etc with ranges up to 20 times greater than conventional artillery. More to the point, by having a game mechanism that allowed a unit to attack a tile/target some distance across the map, we could simulate aircraft attacks within a single turn instead of having bombers spend years flying to their target.
Double sigh...
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Matte979
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Sweden
Nov 2000 time: 05:14
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This is a great idea. And its possible. I messed around with small air.
For example.
You could make a unit that is small air called long range bombard round. And make the artillery carry them. The problem is that you already have some small air so the artillery can carry all of the small air can't just make it carry the artillery round.
I love this system. At last my bombers can carry cruise missiles so can battleships and submarines.
/Mathias
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Savant
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The Mountain Empire
Jul 1999 time: 00:14
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Matte and Birdman, good points. You're right that can be done by editing the units and making appropriate movement and terrain modifications to reflect a tactical scenario.
I can imagine an "arrow" or "stone" unit crashing into a series of fortifications assembled like a castle while knights come rushing out of the "castle" to disable the seige engines!
You could also have a "baggage train" that carries large supplies of stone and arrows.
Gee... there is hope. Lot of work though to generate the unit images but otherwise the unit data seems straightforward and driven by the map size and desired capability.
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'Blood will run'
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wheathin
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Well, not really. I mean, the scale in any random map is never that small. The squares in the largest maps are still over a 100 miles across, longer than the range on battleship guns.
"Modern" battleships don't even exist. The US is the only country to still keep these old battlewagongs afloat, and even the US hasn't built any new ones since WW2. The retrofitted Iowa class ships have guns that can hit targets 20+ miles away, but the real distance striking power is the cruise missiles, which are already in the game/mods.
Even the MLRS systems discussed earlier can only hit targets out to about 60 miles, still well within the size of *two* adjacent squares. If we want to mimic the light infantry missile weapons, how about allowing a mechanized infantry unit to carry one missile unit?
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Diodorus Sicilus
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Steilacoom, WA, USA
May 1999 time: 05:14
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Wheatthin The MLRS actually has a max range of less than 40 miles, but the same launcher can carry pods of TACAMS (or ATACMS) missiles, which have ranges out to 200+ miles. The developments in 'battlefield rockets' since the 1980s are such that the conventional rocket/missile systems can hit unit-size targets hundreds of miles away and decimate unarmored or armored targets (self-guided seeking shaped charge terminal munitions: ugly effects on targets). Unlike the cruise missiles, the actual missile/rocket is fairly cheap and treated simply as ammunition. Thus, these represent the real modern artillery systems with extended range and ferocious effects.
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wheathin
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DS,
Interesting about the TACAMS. That does sound less like a cruise missile...
But on all but the largest world maps and scenarios, that is still about the distance from one square to an adjacent square. Certainly from one square diagonally to another square.
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wheathin
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Agreed that there are other scale-related issues that don't seem to fix. Cities exerting control over surrounding territory out to 500 miles, for example.
However, the stated justification for the extra ability was that there *are* units that in the real world have certain abilities that are not mimiced in the game, and my point was that, in fact, those abilities do not exist.
Certainly you could add the feature anyway - but I think the better question is "why?" What advantage in game play does it bring? At most it gives the human player a bigger advantage because the human will be better able to utilize long-range bombarding than the AI ever could, and by all indications the last thing this game needs is to get any easier.
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jackbean
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ma, u.s.a.
Dec 2000 time: 05:14
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I strongly agree that long range bombard should be part of the game.
After playing the game about ten times, I realize that too many battles occur in the cities. I used the following strategy over and over again, and finished "very hard" a few times without saving ...
- garrison in the city
- grow city
- build units
- send a wave to one city and capture
- repeat
There is virtually no reason to guard at strategic positions, and open field battles rarely occur. Strategically, the game is not very dynamic, even BORING
Long range bombardment (if designed well), would give players some incentive to place their units at strategic locations.
-----
There is a problem with the "Arrow" unit though ...
If they act like cruise missile, they can only be used once. And if you allow the archers to carry more than one arrow, all the arrows can be used in one round. I really want my archers to have a steady supply of arrows to use.
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