One thing I've noticed with the C3C debug games is that units are no longer marked offensive, as they were previously in Civ3 Vanilla (under the multi.sav hack) and PTW's standard debug mode.
This may simply be hidden from the GUI dropdown Or perhaps the C3C programming team had dome something revolutionary indeed and removed the distinction, relying on new code to keep keep defenders in the city while others are sent to attack.
I agree with you that on the artillery issue, there does not appear to be an easy solution. A possible solution that i've been thinking about is simply to promote more active use by having the city AI dispatch them on various 'missions' based on what the leader AI thinks is is a threat. This doesn't mean they'll be stacked, but maybe we'll see more instances where AI move arties out of core cities into a coastal town to bombard a passing enemy fleet. As I understand it, the current system is purely based on chance. If an arty happens to be present in a city and is within range, only then will it bombard.
This may simply be hidden from the GUI dropdown Or perhaps the C3C programming team had dome something revolutionary indeed and removed the distinction, relying on new code to keep keep defenders in the city while others are sent to attack.
I agree with you that on the artillery issue, there does not appear to be an easy solution. A possible solution that i've been thinking about is simply to promote more active use by having the city AI dispatch them on various 'missions' based on what the leader AI thinks is is a threat. This doesn't mean they'll be stacked, but maybe we'll see more instances where AI move arties out of core cities into a coastal town to bombard a passing enemy fleet. As I understand it, the current system is purely based on chance. If an arty happens to be present in a city and is within range, only then will it bombard.
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