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smellymummy
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use of catapults:
build them early and fortify them in all of your cities. Build many.
Agree, it takes too long to bring them all to the front line, but I'm sure you can squeeze a few in at the enemy town if you want. I don't do it though.
The good part is when it's time to upgrade. Catapults to cannons, not all that great. But shortly after you can do cannons to artillery, and artillery with it's extended range is a fantastic and powerful unit.
so build the catapults as part of your defense initially, for the ultimate goal to become strong supporting offensive units.
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gamecommander
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North Carolina
Nov 2001 time: 00:16
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Though the catapults in Civ III are not as effective as in previous games, they are much more historically. In Civ 2, you could take a city easily with catapults alone, but in the real world, this was not at all possible. If a catapult tried to enter and control a hostile city, it would be torn apart in no time. The system of bombardment is much more accurate.
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codemast01
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quote: Originally posted by Rasputin
I find half the time they seem to miss and the rest of the time they make little damage... |
I also noticed this. The accuracy on my AEGIS cruiser is terrible. One time I was shoting at an undefended square to destory an improvement. My bombardment failed for 10 straight turns. Wonder if anyone else has noticed this.
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Bubba_B
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The only effective way to use cats in a offensive operation is in large masses with a combined force. They are cheap and quick to build and if used in large stacks (4-5) offer a good punch. Patience is the key, a cat is a siege weapon and a siege in the old days could take a while. As was stated before they are historically accurate as portrayed in Civ 3.
My typical "Army" consists of 4-5 siege, 3-4 defensive, 3-4 offensive.
My 2 cents
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Moraelin
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Historically accurate catapults would be ok, if the rest of the game was anywhere near historically accurate.
I know of no army, ancient or otherwise, which had whole armies made only of catapults. They were usually an integral part of a legion.
The point is: if the game let me just group units whenever I darn please, they would be OK. But I either have to go through stupid loops just to get one freakin' leader, or I have to move them one by one by hand. And as soon as they attack anything, some units will advance, some will stay put, so they're without escort again for a turn.
And no, historically you didn't need some super world-renowned leader, just to group your horsemen, swordsmen and catapults in one big group and send them together that-a-way. You could just name your son or cousin a general, and noone would dare argue that being of royal blood isn't qualification enough to lead an army. Sure, if he was royally incompetent, he'd lose the battle, but for just grouping units he'd do just fine.
So the second point is: If Firaxis wanted to make legendary leaders, they should have worked like in SSI's later Panzer General games. I.e., they should give some bonuses to the army they're commanding, and each leader would have some different bonuses. E.g., one might be good at scouting (+1 sight radius), one could be a natural born pathfinder (+1 movement), one could be a master of defense (+1 defense when attacked), and so on.
THAT would have been some actually useful leader implementation.
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laurentius
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Helsinki, Finland
Jun 2001 time: 07:16
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quote: Originally posted by Moraelin
So the second point is: If Firaxis wanted to make legendary leaders, they should have worked like in SSI's later Panzer General games. I.e., they should give some bonuses to the army they're commanding, and each leader would have some different bonuses. E.g., one might be good at scouting (+1 sight radius), one could be a natural born pathfinder (+1 movement), one could be a master of defense (+1 defense when attacked), and so on.
THAT would have been some actually useful leader implementation. |
That's an exellent point Moraelin! Remember how leaders in MoO2 had again different combatbonuses just like in Panzer General. E.g. one had defense bonus(+1 defence), one had scouting, one incresed weapons firepower and so on. That kind of leaders are really worth something. Besides military leaders there was also civilian leders operating in cities(actually solar systems in MoO2). These would have been able to increase science, farming or production in all cities(planets) of the solar system. I liked that. You also had to pay their salaries.
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