I have 3 trebuchets (6) bombarding a fortified spearman in a city on a hill with walls (4.5). On my 4th turn the final shot (12th) was the first to hit. Incredibly bad luck, or am I missing something?
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I didn't know if that was just for the Coastal Fortress or not. I had another hit the next turn (2 out of 15?) and the walls are still there. The effects did give a 'double hit' sound effect, but the graphics look the same.
I want 4 die-roll averaging now!
j/kEnjoy Slurm - it's highly addictive!
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Originally posted by Snotty
With the new rules the first thing that should be hit would be the walls themselves.
Actually, its just the opposite. The units are now hit exclusively until they are down to 1 hit point each. After this, then improvements are hit.Founder of The Glory of War, CHAMPIONS OF APOLYTON!!!
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I've been playing the WWII in the Pacific scenario a lot and the first thing artillery does to the Chinese cities is destroy the walls.
It makes walls rather like the coastal fortress. The only thing they do is absorb the first shot. Perhaps not a problem in the early game (or against the AI at all) but by the time of cannon, and certainly artillery, walls are obsolete.Never give an AI an even break.
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I recommend you read up about the experiences of the marines in Hue and have a look at the thickness of some of the stone-work around many of the walled cities before you say that.We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
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I don't like the way costal fortresses work now. In the real world, sea fortresses were usually enough to stop a fleet from coming anywhere near the city, pretty much up until WWI. Generally the fleet would sink before they could take out the castle guns, though on occassion, there were some daring raids that zipped past the forts. Generally the way to take sea forts was to come at them by land, which is how the Japanese took Singapore.Christianity: The belief that a cosmic Jewish Zombie who was his own father can make you live forever if you symbolically eat his flesh and telepathically tell him you accept him as your master, so he can remove an evil force from your soul that is present in humanity because a rib-woman was convinced by a talking snake to eat from a magical tree...
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Originally posted by Fried-Psitalon
That seems pretty accurate to me. I can't imagine a WWII artillery-piece battery having much trouble going through 1400s stonework...
During the capture of Cherbourg the US Army cracked the newer fortifications with massive air support but had to fight for the Napoleonic era forts around the harbour. It took 8 days to capture the town by which time the port had been completely demolished.
Walls and coastal fortresses should really do more than at present in the game.Never give an AI an even break.
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Originally posted by Rommel2D
I didn't know if that was just for the Coastal Fortress or not. I had another hit the next turn (2 out of 15?) and the walls are still there. The effects did give a 'double hit' sound effect, but the graphics look the same.
Did the enemy have the great wall? There's a funky bug involving its virtual walls.
From the editor walls have a bombard value of 8. Only a 43% chance of taking them down per hit with a treb. Still bad luck, but not quite so bad.Safer worlds through superior firepower
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Originally posted by chegitz guevara
I don't like the way costal fortresses work now. In the real world, sea fortresses were usually enough to stop a fleet from coming anywhere near the city, pretty much up until WWI. Generally the fleet would sink before they could take out the castle guns, though on occassion, there were some daring raids that zipped past the forts. Generally the way to take sea forts was to come at them by land, which is how the Japanese took Singapore."Every time I have to make a tough decision, I ask myself, 'What would Tom Cruise do?' Then I jump up and down on the couch." - Neil Strauss
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Quoth Snotty:
Did the enemy have the great wall? There's a funky bug involving its virtual walls.
So the new GW provides an indestructable wall to all cities? If a shot beats the 8 defense number (is this multiplied by terrain?), the same attack must succeed in a second 'roll' against the defending unit? The next subsequent attack must again penetrate the wall and make a second 'roll' to hit, even if it is later in the same turn? Did the GW go from one of the weakest wonders to the strongest?
I went back again and tested some more. I was into the upper 20s of attempted attacks with my trebuchets without landing a single point of damage on the defending spearman. A few were apparently 'wall' hits, but subsequent attacks were no more successful. I don't know what the bug is here, but those walls don't seem very "virtual".Enjoy Slurm - it's highly addictive!
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I have no major problem with the city walls, but the coastal forts are next to useless in game terms. While you would have to take them out to get at the city itself, they are pretty easily overcome (you can always just keep shooting), and I have yet to ever really see the ZOC in action.. they need to shoot back at all attacking ships automatically and ZOC the passer-bys.
But while they are useless, I can't say that they cost enough in game terms to justify having limitless effective pot shots at fleet movements right now, especially since the computer just runs away with its injured boats. Iron and salt you should need anyway, if you are using them to defend your ports, you're probably not winning. 40 shields and two roads in order to get kills of boats worth triple (or more) that, something doesn't add up there. One other idea would be for coastal forts to add D against marine landings. .which they did in civ2, not sure if they still do or not. .Not much of a bonus, but it gives you a reason to blow one apart if you like using marines.Every man should have a college education in order to show him how little the thing is really worth.
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