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Originally posted by WarpStorm
I'm not. This is a big flaw that I think will need to be fixed.
I'm pretty surprised about this change, too. I think I'll have to institute a "house rule" -- no offensive arty stacks of greater than X (maybe 6?). This makes "Moonsinger's March of Death" more end-all be-all than it already was.
yeah, i ran into this in the Napoleonic scenario, playing as Austria. i was whomping the Russians good with my cannons.
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I've been doing that with PTW for many months now; but if I get really flustered, I would use multiple stacks of 6.
Me too - although I've generally limited myself to a dozen or so on offense (plenty on defense). It just doesn't strike me as fun using huge stacks of artillery to take cities, no matter how effective a tactic it is. With exclusive unit-targeting, I think I'll want to further limit my use of artillery units on offense.
Well Ive not got conquests yet so I cant judge for sure but I know that lots of people wanted to see an improvement to Artillery. So you get what you ask for and still your not happy
Im looking forward to seeing how this works for myself, but I would say it would be better if the AI has learnt to use Artillery offensively. Has it ? is the AI in conquests showing any signs of knowing what to do with its Artillery ?
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I was always unhappy and upset by the high missing ratio of my bombardment units, but this solution is wrong. It is way too powerful.
Bombarding a city into oblivion, reducing its pop to 1 and destroying all buildings before hitting the troops wasn't good either; but this solution is definitely not the right one.
A bombardment should randomly hit troops, buildings and pop points. Randomly, or maybe according to a certain formula/percentages, but not in a strict order.
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Good thing, before C3C, units in cities suffered "Displacement" bonus (DnD term, spells which makes enemy attack miss with flat 50% chance).
Of course, that was just bad old mechanic if you ask me.
If you pop city in same place as your unit you automaticly get 50% miss chance to hit units (while attacking same units will not make difference). Makes no sense to add extra 50% miss chance if there are already defense mutipliers.
Although I would rather prefer Arty targets units, but when it missed, then to hit collateral damage (selecting thing to be hitted before calculating chance to hit is just absurd old system).
By the way, only possibile problem with curretnt setup would be if AI is too bad with use of bombing. In that case human would have advantage (which was not too much with old system when arty has extra 50% miss chance).
Originally posted by Tiberius
A bombardment should randomly hit troops, buildings and pop points. Randomly, or maybe according to a certain formula/percentages, but not in a strict order.
Old system was too random.
Basicly thing to be bombed was choosen before calculating hitting chance.
Totaly illogcial. It should be other was around.
Not to say that it added extra 50% miss chance.
For example let's assume that main purpose of using artillery is to breach enemy defenses (units).
So Atrillery tries to hit unit.
But it misses.
Now since shell needs to be somewere then add chance to hit building or population.
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