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AU mod: Balancing Ground Unit Bombardment

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  • #76
    1. Yes.
    2. No.
    And her eyes have all the seeming of a demon's that is dreaming...

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    • #77
      1,2: Yes

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      • #78
        1: YES
        2: NO
        "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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        • #79
          Just curious, what is the reason for voting NO on 2?

          It's a change in AI behavior (not game play rules) that clearly helps the AI.

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          • #80
            Voting YES on No. 2 seems like a confession that the AI utterly screws up with regard to artillery. As for me, I don't want to abandon hope for a competent AI as long as C3C's final patch isn't released.
            "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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            • #81
              A YES vote on 2 would not have to be a permanent commitment. The one real danger I see is if our making the AIs stop building artillery-type units would adversely affect a decision by Firaxis regarding whether or not to make AIs use artillery at least a little more intelligently. (Just having AI artillery bombard any human units that happen to end a turn in range of them would make AI artillery a lot more useful than it is now. Now that I think of it, it's insane that I can move my artillery stack in range and not have to worry about having my stack shot at by AI artillery in the AI's turn before I get a chance to fire.)

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              • #82
                Voting YES on No. 2 seems like a confession that the AI utterly screws up with regard to artillery. As for me, I don't want to abandon hope for a competent AI as long as C3C's final patch isn't released.
                I guess holding on to hope is always a good reason. But, in the meantime, the AI will continue to mismange bombard units, and the ones they do have will just become so much fodder for the human war machine. Like Nathan says, this doesn't have to be a permanent change if something gets patched later.
                I make movies. Come check 'em out.

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                • #83
                  Yes.
                  Yes, and as has been noted this can be changed subject to future patches.
                  The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                  Duas uncias in puncta mortalis est.

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                  • #84
                    alexman quipped in the 502 teaser thread
                    In C3C the AI doesn't bombard with ground units, even when you end your turn adjacent to his city where he has them.
                    I did text search(Ctrl+F, not forum search) on both pages of this thread and didn't find a referece to what may be a reaaaaaaly simple way to make AI bombard units at least somewhat useful to the AI.

                    Give them Zone of Control. IIRC, this means that any enemy passing by becomes the target of a "pot shot", right?
                    So, the AI has bombard units in the town, you move your units up to attack and suddenly, half your units have lost a hitpoint or two.

                    We can give ZoC to bombard units in the editor, can't we?

                    Anyway, it seemed a reasonable way to "force" the AI to "use" the units, though I don't know if it's better or worse than simply preventing the AI from building the unit at all. And I don't think it would give the human any monstrous advantage that he/she doesn't already have with bombardment. This at least would let the AI take potshots at the human without using up actual attacker turns.

                    How about it? ZoC for land bombard units?
                    "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

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                    • #85
                      ZoC shots happen when you move from one adjacent tile to the other. It would be nice if they happened any time you move to an adjacent tile, as you describe above, especially for Coastal Fortresses, but it doesn't.

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                      • #86
                        Well freakin' grrrrr!
                        That makes no sense at all.
                        "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

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                        • #87
                          That makes no sense at all.
                          No, it doesn't. It's more sort of a "Please Don't Pass Me" Zone. It'd be nice if they could patch it to moving into any adjacent tile, but I have a feeling that's not going to happen... maybe if we beg...
                          I make movies. Come check 'em out.

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                          • #88
                            I'm almost positive that the way ZoCs work in Civ 3 is a weaker version of how they normally work in wargames. Instead of outright preventing you from moving from one adjacent tile to another, they cause damage when you do so. (As I recall, in Call to Power, you can't move military units from one tile adjacent to a foreign city or military unit to another tile adjacent to a foreign city or military unit at all; you have to kill the unit to get through.)

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                            • #89
                              The way ZOC worked in Civ 2 and the CtP games, (as well as SMAC I believe) was the following:

                              Suppose I have a unit that is adjacent to a non-friendly unit. My unit cannot move to a different tile that is also adjacent to a non-friendly unit.

                              However, I am allowed to ignore ZOC whenever I am moving to a square that contains one of my units or cities.

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