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Moonsinger
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I don't have any problem with bombardment. Yeah, bombardment miss a lot; however, once you are able to reduce the target city to size 12 or under, it will hit more often. I usually have about 150 arttileries firing and reducing at least three major cities to dirt at every turn. You can it more about it at this link.
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Moonsinger
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If you turn off the animation, firing 150 arttileries won't take much time. Here is the fastest way to do it:
1. Put the mouse pointer on the target that you wish to bombard with one hand. Note: From now on, you just need to click to fire and don't move your mouse off the target!
2. Hit the "B" on your keyboard with your other hand and click the mouse with the hand that holding the mouse to fire.
3. Repeat step 1 and 2.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:21
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Willem,
Well sure you can start building your arty once you have mathematics, but you can start building your Cavalry once you have The Wheel. Plus you can do a lot of damage with that force once you upgrade them to horsemen and again when you make them knights.
Cavalry are what, 80 or 90 shields? Artillery are slightly less (70?). So if you're building from scratch, you will typically find that an artillery unit will take 1 turn less to build in a good city. I'll take the attack unit most of the time.
In terms up upkeep, 150 units, no matter what the units are, cost 150 gold per turn (unless, of course, you are using a system of government which provides free units). Back to the idea of building catapults early on: if I'm going to pay upkeep on units early on, I want them to be able to kill things and take cities. I have neither the shields nor the cash to waste on catapults. I will keep 'em if I capture them, though.
-Arrian
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kimmygibler
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I quit using it mainly because of the increase in tedious clicking. If they had a better way to manage though I would use em. They are pretty useful.
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Moonsinger
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For those of you that don't care much for artillery, you may want to check out this thread. In fact, I can't wait to use artillery against the human player in the multi-player game.
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Lord Merciless
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I usually keep my offensive units vs defensive units vs artilleries in 2:1:1 ratio. It works pretty well. Offensive units tend to take a lots of damages if defenders have NOT been softened by artilleries before.
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Coracle
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quote: Originally posted by Grumbold
In terms of playing the game, I agree. It's boring to have to tote round two dozen artillery units because only six of them are going to achieve anything when they finally get to open fire. . . |
The entire bombardment aspect of Civ 3 is not well thought out and is another example of game tedium.
First of all, you need to mod UP to the values of bombardment units to make them effective enough to bother making and using.
We have also asked for STACK BOMBARDMENT, not individual unit bombardment. better automation is also needed. We could use rally points to allow all bombardment units within a certain range to concentrate on.
I suggest also a way to attach a bombardment unit to a foot soldier: where the foot soldier goes the bombardment unit goes. Actually, this is more realistic than what we currently have.
There are many possibilities to make bombardment units more effective, and to limit the tedium in using them. All Firaxis needs is the will to do it.
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Moonsinger
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It doesn't bother me to move 200 artillery units around since they save the life of my other units. Sure, artillery miss-fire alot and often miss its target; however, the result is still alot better than losing your other units. Once an artillery is built, it will last forever until you disband it. Because of artillery, I am able to cut down the lost of my other units; therefore, cut down the size of my force which saves me a lot of money in the long run.
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Ijuin
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Tokyo, Japan
May 2002 time: 14:21
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Part of the problem is that Bombard units are relatively too weak compared to other units. City defenses compound this problem.
My personal solution is to double the bombard strength of each bombard-capable unit. This makes it feasable to actually inflict some damage with bombard units.
Anyway, to look at the numbers, a bombarding unit (except for an aircraft performing a Precision Strike) has a 50% chance of hitting a unit, a 25% chance of hitting an improvement, and a 25% chance of killing citizens. In a Town, citizens and improvements have a base defense of 16. With Walls, or in a City, this is raised to 24, and with the Great Wall, or in a Metropolis, this is raised to 32. Units, on the other hand, have a base defense equal to their field defense strength, and this is given a 50% bonus with Walls or in a City, and a 100% bonus with the Great Wall or in a Metropolis. Here are some examples (note that this list is LONG--you can skip over it if you like):
Catapult attack (attack 4) vs:
A. Town w/o Walls on Hill (50% total defense bonus)
1. Citizen/Improvement (defense 24): 1 in 7 probability of successful hit
2. Fortified Spearman (defense 3.5): Approximately 1 in 2 probability of successful hit
3. Fortified Pikeman/Hoplite (defense approx. 5.5): Approximately 2 in 5 probability of successful hit
4. Fortified Musketman (defense 7): Approximately 1 in 3 probability of successful hit.
B. City/Town with Walls on Hill (100% total defense bonus)
1. Citizen/Improvement (defense 32): 1 in 9 probability of successful hit
2. Fortified Spearman (defense 4.5): 4 in 9 probability of successful hit
3. Fortified Pikeman/Hoplite (defense approx. 7): Approximately 1 in 3 probability of successful hit.
4. Fortified Musketman (defense 9): 4 in 13 probability of successful hit
C. Town with Walls and Great Wall on Hill (150% total defense bonus)
1. Citizen/Improvement (defense 40): 1 in 11 probability of successful hit
2. Fortified Spearman (defense 5.5): Approximately 2 in 5 probability of successful hit
3. Fortified Pikeman/Hoplite (defense approx. 8.5): Approximately 1 in 3 probability of successful hit.
4. Fortified Musketman (defense 11): 4 in 15 probability of successful hit
II. Artillery (attack 12) vs:
A. Town w/o Walls on Hill (50% total defense bonus)
1. Citizen/Improvement (defense 24): 1 in 3 probability of successful hit.
2. Fortified Rifleman (defense 10.5): Approximately 6 in 11 probability of successful hit.
3. Fortified Infantry (defense 17.5): Approximately 3 in 7 probability of successful hit
4. Fortified Mech. Inf. (defense 31.5): Approximately 3 in 11 probability of successful hit
B. City/Town with Walls on Hill (100% total defense bonus)
1. Citizen/Improvement (defense 32): 3 in 11 probability of successful hit
2. Fortified Rifleman (defense 13.5): Approximately 6 in 13 probability of successful hit.
3. Fortified Infantry (defense 22.5): Approximately 1 in 3 probability of successful hit
4. Fortified Mech. Inf. (defense 40.5): Approximately 3 in 13 probability of successful hit
C. Metropolis on Hill (150% total defense bonus)
1. Citizen/Improvement (defense 40): 3 in 13 probability of successful hit
2. Fortified Rifleman (defense 16.5): Approximately 3 in 7 probability of successful hit
3. Fortified Infantry (defense 27.5): Approximately 3 in 10 probability of successful hit
4. Fortified Mech. Inf. (defense 49.5): Approximately 1 in 5 probability of successful hit
As you can see from the list, the chances of getting a successful artillery hit are quite low, only approaching 50% if the attacker has a tech advantage over the defender. This is why I am in favor of doubling all bombard attack strengths. Comments, anyone?
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Moonsinger
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quote: Originally posted by Grumbold
If I had 150 units in my army, let alone 150 artillery plus other stuff, I would have long since declared myself victorious and started a new game without waiting for the score. |
Can't do that! Not when there are at least three other superpowers left in the world and each of them has over 200 infantries and over 100 cavalries/tanks. Not to mention that they are also ahead in techs too. Technically, they would be able to beat me with the UN victory without much of a problem.
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=DrJambo=
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Athens of the North
Jan 2002 time: 05:21
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quote: Originally posted by Grumbold
I think that doubling the attack strength is going too far. The artillery unit in defence or against unfortified targets is already quite powerful enough. |
This point is very important. When i first made up my mod i was a firm favourite of increasing the bombard strength and rate of fire of units to compensate their lack of power against cities...
However, after being involved in many defensive wars my increases proved far too much. Basically no AI unit could get near my cities as my artillery levelled them as soon as they got within range. The left-over 1 hp troops could then be mopped up easily (even for a swordsman v infantry).
So, whilst they may not be useful at attacking cities unless used en mass, they are very useful at destroying improvements and weakening troops in the field.
Also bear in mind they are also useful in preventing the AI from gaining promotions and thus possibly a leader as you waste throwing hordes of offensive troops against well-defended troops. By softening them up even just a little (1 or 2 hp) you greatly increase the chance of taking them out without gifting them promotions.
Current stats i settled for are (str,rng,rof):
catapult (5,1,1) +1 str
cannon (10,1,1) +2 str
artillery (16,2,1) +4 str, -1 rof
radar artillery (22,2,1) move 2, +6 str, -1 rof, +1 mov
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player1
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Belgrade, YU
Sep 2001 time: 06:21
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quote: Originally posted by =DrJambo=
artillery (16,2,1) +4 str, -1 rof
radar artillery (22,2,1) move 2, +6 str, -1 rof, +1 mov |
-1 ROF?
Why have you weakened these units so much?
Their original values were much better.
(not counting double move for R.A, which is good change)
ROF 2 --> ROF 1 means HAVLED efficiency
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