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Capture catapults and cannons?

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  • #16
    formations

    Hmmm,

    I think a catapult WILL be useful against infantry, grouped in certain formations, like the famous roman Phalanx. In civ 2 phalanx is a Unit, but i.r.l. it was a formation of roman soldiers.
    Those formations usually march straight ahead, unless the casualties become to big. So a catapult could at least break those formations, which otherwise would have been way to strong for the enemy.

    A catapult to be used mainly as a bomarding unit of course makes sense, but then it must be possible to:
    a: attack from a long range and
    b: to defend it with other units.

    And a long rang means out of reach of "normal units". And units like horse or something also should be considered as "normal units", so a striking distance of 2 makes no sense. At least make it 3 so a horse also needs 2 turns to reach a catapult.
    In this case however, the catapult should hardly be able to kill the horse, though giving it some damage could be a possibility.

    Grtx
    -------------------------------><------------------------------
    History should be known for learning from the past...
    Nah... it only shows stupidity of mankind.
    -------------------------------><------------------------------

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    • #17
      Originally posted by UberKruX
      cataoults are not traditionally used to fire at a group of chariots, iirc

      they are used for barraging a fortress / castle / city and pummeling it until infantry / calvary can move in.

      civ3 should represent this.

      is it the same thing as the SMAC barrage (artillery) ?
      you guys are too into the realism facotr.

      the catapult is a gameplay issue, there for an early high-offense unit that can defeat high-def. units. maybe they could have named it better, but thats not my porblem
      And God said "let there be light." And there was dark. And God said "Damn, I hate it when that happens." - Admiral

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      • #18
        Well, I guess almost everybody here agree that captured catapults and cannons would be a nice feature. But, as many people here, I also HIGHLY DOUBT that could be in. We only have 2 argument to hope so:

        - For 1st in the civilization saga (except colonization), at least an unit (the worker) will be capturable.

        -Catapults, as worker, will have a defense value of 0, so they are defenseless, or, in firaxis terms, "have to be manned". So if your soldiers find a defenseless war machine alone, why do they have to destroy it instead of capture and use it?.

        So, do you think this is enough?. Has somebody read something about the matter?

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        • #19
          Originally posted by Bleyn
          The best the artillery crews could often do on their own was spike the cannon to make them useless to enemy until a master gunsmith could repair it. And I would bet catapults had similar defensive issues.
          They did! Some catapults I saw was held together only by a single rope. The crew could if they wanted surrender or flee the battlefield distroy the catapult by cutting the rope. The entire potential force of the catapult would wrip it apart!!
          This made capturing these catapults difficult!

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          • #20
            I don't think you can compare worker units with catapult units and the like.

            The value of a worker unit is in the men, while the value of a catapult unit is in the seige weapons. Men are unlikely to kill themselves to avoid capture, but they are very likely to destroy weapons and equipment.
            (\__/) 07/07/1937 - Never forget
            (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
            (")_(") "Starting the fire from within."

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            • #21
              Originally posted by Urban Ranger
              I don't think you can compare worker units with catapult units and the like.

              The value of a worker unit is in the men, while the value of a catapult unit is in the seige weapons. Men are unlikely to kill themselves to avoid capture, but they are very likely to destroy weapons and equipment.
              You are probably right, but there should be real troops (with men) on the same square as the catapult to be able to disband it as I doubt they will have a self destruction mechanism .
              Creator of the Civ3MultiTool

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              • #22
                Tuckson:
                This is NOT a military simulation. Each tile represents about 200 miles. It is a STRATEGIC game. The game turn is a year. If you have a catapult against a cavalry battle, in the course of a year, the catapult will lose. It will not damage the horses some 600 miles away.

                Cats, and their successors, cannon, were of mostly psychological value in battle. They disrupt and demoralize the defenders, and improve the morale of the attacking infantry.

                (That is in addition to their primary role as an anti-structure weapon.)

                It sounds to me that Civ3 is on the right track. As I suggested before, bombardment should have the opportunity to damage units similar to a spy's sabotage function.

                And to the newbie struggling with city walls-
                as you have found, you need an overwhelming superiority in attacking units to win through city walls. Veteran catapults will go about even against fortified pre-gunpowder infantry. Vet cannons will kick ass againt the same units. For musketeers, you will struggle even with vet cannons. Vet artillery will kick muskets, and will do ok against riflemen, about even with alps. Of course if you get a vet defender and the town is in a river square, yikes!
                For these reasons, most prefer to wait for spies and sabotage the walls, or incite a revolt (best bet). You need an army of dips. Or wait until you have bombers / howizters which ignore city walls. Try taking out the capital city militarily, then incite a revolt inexpensively in the remaining cities. (if they're a rich civ, the capital will move, at a cost of 1500gold. )
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                • #23
                  Originally posted by korn469
                  my thoughts exactly dearmad! manning a catapult adds nothing to gameplay, it adds little to strategy...the only thing it adds to is MICROMANAGEMENT! in civ you are the spirit of the civilization, not a company commander, or platoon leader
                  Well said, korn. I recall the debates we had early last year on those who wanted to turn Civ3 into SidQuartermaster. As others have mentioned, it is important to understand the scale of Civ games. You have to keep everything at the approriate level of play, else you will frustrate the gamer. Abstract units representing large armies are the appropriate level for a global strategy game. They do cost resources to build and maintain, but only at the large armies level. Any interactions below that abstract level would be so out of place in Civ that it would be more frustrating (and work) than enjoyable to play. That, imo, was the fatal flaw of EU, but I digress.

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                  • #24
                    Originally posted by The Mad Viking
                    Of course if you get a vet defender and the town is in a river square, yikes!
                    This shouldn´t happen anymore because, judging from the screenshots I´ve seen so far, rivers are flowing between tiles in Civ3.
                    "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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                    • #25
                      Originally posted by lockstep
                      This shouldn´t happen anymore because, judging from the screenshots I´ve seen so far, rivers are flowing between tiles in Civ3.
                      Wow nicely spotted lockstep , I'm not completely sure, but you could be right!! This would mean that unit movement and tile resources weren't affected anymore or a least affected in some other way than previously!!

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                      • #26
                        Originally posted by Steve Clark


                        Well said, korn. I recall the debates we had early last year on those who wanted to turn Civ3 into SidQuartermaster. As others have mentioned, it is important to understand the scale of Civ games. You have to keep everything at the approriate level of play, else you will frustrate the gamer. Abstract units representing large armies are the appropriate level for a global strategy game. They do cost resources to build and maintain, but only at the large armies level. Any interactions below that abstract level would be so out of place in Civ that it would be more frustrating (and work) than enjoyable to play. That, imo, was the fatal flaw of EU, but I digress.
                        I agree with this as well.

                        However, the 'ranged barrage' type of warfare that similar units in SMAC had was pretty much completely useless and uninterestingly weak. I would have rather seen these catapults/cannons to be the real siege weapons.
                        Strong walled cities/fortresses were impregnable for most of history, without siege weapons of great power (which there really weren't too many before the advent of the 'super cannon', fist used by Mehmed II to ravage Constantinopel's famed city walls.

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                        • #27
                          Originally posted by lockstep


                          This shouldn´t happen anymore because, judging from the screenshots I´ve seen so far, rivers are flowing between tiles in Civ3.
                          hadn't noticed it before, but you're right, here are some screenshots with rivers on them.
                          <Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
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                          • #28
                            We may capture them

                            Originally posted by Dan Magaha FIRAXIS
                            Any unit with a defensive rating of zero is captured automatically when an enemy unit moves onto their square (unless there is another unit with a nonzero defensive value also on that square for defense)


                            Dan
                            Creator of the Civ3MultiTool

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                            • #29
                              Originally posted by Gramphos
                              We may capture them
                              Outstanding!! I was hoping this was the case. This game is looking better and better all the time!
                              "Stuie has the right idea" - Japher
                              "I trust Stuie and all involved." - SlowwHand
                              "Stuie is right...." - Guynemer

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                              • #30
                                Originally posted by Gramphos
                                We may capture them
                                Chinky
                                Concrete, Abstract, or Squoingy?
                                "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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