 |
|
Civ Old Timer
|
|
Canada
Mar 2002 time: 21:19
|
|
I like the idea of bowmen as artillery too. To differentiate them from catapults, make them more mobile but with less punch. ie. They don't need roads but don't hit quite as hard. It would make for more interesting kinds of ancient combined arms. Perhaps catapaults should specialize in attacking cities or walls?
A good idea!
|
|
|  |
 |
|
Adm.Naismith
|
 |
Milano - Italy
Oct 1999 time: 06:19
|
|
The whole combat system is quite simple in Civ III, and you mentioned that the catapult/bombard/artillery part is quite weak (editing is a way to fit own taste, not to have a standard balanced game, IMHO).
In a game where army are common units, you should chose standard formation rules, i.e. archer/artillery fire first, then horseman, then infantry.
In this game model you can have an useful archer that "bombard", not attack.
Civ III doesn't implement these rules, so I think is better to keep the archer as attacking units.
BTW, Iron based units are powerful, but the resources system sometimes cut you off from an Iron tile, no way to access it by trade or easy war (my experience on archipelagos map, AI doesn't build harbours :rolleyes .
Someone from Firaxis (maybe Dan, I can't remember) mentioned last year that with an Archer "no resource required" unit, you can still build a 2 point attack unit and try to recover your Civ from the well of hell.
It was a design decision, and changing archer in a bombard unit must require some rebalancing decision.
Last edited by Adm.Naismith on 13-05-2002 at 17:06
|
|
|  |
 |
|
Zurai001
|
|
I don't know about making archers into distance bombard units, but giving them a 0-range bombard is actually incredibly useful because they provide covering fire when your stacks are attacked. I guess I could see Longbowmen getting a 1-range bombard, they can fire nearly as far as some modern guns.
Rate of Fire is how many times it attacks with the bombard attack. ROF 1 means it can only hit once, ROF 5 means it can hit up to 5 times in one attack. Don't set ROF too high or they become broken vs cities (at least if you don't adjust citizen and building HP).
In the custom rules I'm using now, any unit that has a bow or gun has a 0-range bombard equal to their attack strength with a ROF of 1. I also gave tanks and modern armor a 1-range bombard that's a little less than their attack. I havn't gotten to test Tanks yet but I've found archers and longbowmen to be almost essential in an army now, while not negating the usefulness of catapults or cannons. They might actually be a little too useful; I might need to increase their cost a tad.
|
|
|  |
 |
|
nato
|
 |
West Unite
Aug 2001 time: 00:19
|
|
This is kind of getting to one of the things I thought was strange with CTP. I don't remember the specific units, but some were distance ones and some were not.
The thing was, archers were distance units, while machine gunners (or something modern infantry like) was not! So it is funny to have archers have bombard, but modern infantry doesn't ... but actually thats how I would want it, I think.
Instead of comparing all units to eachother (like asking do they have a distance weapon), I would compare the role the unit plays on the battlefield compared to other units of its own time.
Like I read in a really great book, the Art of War in the Western World, the swordsmen served a similar function as modern infantry riflemen (even though swords are melee and rifles are distance), while archers served a similar function as artillery.
So what I'm saying is all units with rl distance weapons don't need a bombard value ... only those units that "bombarded" compared to units of their era should have it. So modern infantry (and I would say tanks too) should not have bombard, even though they have distance weapons. Compared to units with REAL distance weapons of their era, like artillery, they are up close fighters.
Yes it is funny that then riflemen don't bombard, while archers do, but I think that is just a funny abstraction that is part of the system. Its tough to create a very simple set of rules for weapons of all ages.
Most important, if everyone has bombard, it loses its value in making the units act differently in the game, and they all kind of blend.
So that is how I see it. I would give bombard to archers, but not all modern units. That of course is totally just my opinion, its not like theres just one right way. Bombard for all might be really cool ... I would just rather go for highly specialized units.
|
|
|  |
 |
|
Zurai001
|
|
quote: Originally posted by nato
So what I'm saying is all units with rl distance weapons don't need a bombard value ... only those units that "bombarded" compared to units of their era should have it. So modern infantry (and I would say tanks too) should not have bombard, even though they have distance weapons. Compared to units with REAL distance weapons of their era, like artillery, they are up close fighters.
Most important, if everyone has bombard, it loses its value in making the units act differently in the game, and they all kind of blend. |
I wouldn't give an offensive bombard to anything but tanks/modern armor. However, it just makes sense to me that attacking 8 units of infantry should be harder than attacking a single unit of infantry, not just a longer process. They *should* provide covering fire for each other.
As for 'blending', how is it any different than when none of the units bombard? With my mod there's actually more differentiation between units (some have no bombard, some have only defensive bombard, and some have offensive and defensive bombard; as opposed to most having no bombard and some having both types)
|
|
|  |
 |
|
Trip
|
 |
Hunt Valley
Apr 2002 time: 00:19
|
|
I agree. That makes archers and longbowmen solely defensive units, which they were not. I still like my idea of giving range of 1 and movement of 1. Catapults are rendered useless by the time Longbowmen arrive, yes, but they still have a higher attack value than Archers, as well as giving them a higher ROF. Unfortuneatly, Civ horribly blends unit types together, limiting their usage due to the minimal amount of stats available to work with. However, I feel making Archers (3).2.2 (Bombard.Move.ROF) makes them useful enough to include in any offensive or defensive action, while still (barely) preserving the Catapult's effectiveness. This way things are more realistic, IMO. How many actual Archers do you think were in each "Archer" unit? Or how many Catapults are in each "Catapult" unit? I'm willing to bet that there would be vastly more Archers in their unit, than Catapults in theirs. Just my two cents... I encourage you to playtest what I suggest, it makes things more fun, in my experience. 
|
|
|  |
 |
|
Coracle
|
|
Why can't you keep them as is. . . AND give them a small bombardment factor?
|
|
|  |
 |
|  |
 |
|  |
All times are GMT. The time now is 05:19. Apolyton Time is 00:19. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|