Heretic_Cata
We're gonna live forever
I love defensive units.
( maint cost for machine and its operaters may be costly but think of the damage done to a invading seige team when 6 oil defenders are held up in the town protected by 6 pikeman . It means the attacker faces colateral damage(if flagged like it should be) before he even attacks the pikemen. Image the losses when this has to be repeated 6 times to clear out the city )
Ahem... Collateral damage is damage that is done to population and improvements when attacking. In other words, a defensive unit with this flag has no purpose whatsoever... this is not Civ4.
It's a very nice unit but I need a working idea on how to use it Of course it can be integrated into a mod performing a normal defensive function, or defensive bombardment like archers and catapults, though they all have RoF=1 on defense so it's a bit pointless.
Well, as was described earlier, giving these units the "Zone of Control" flag will allow them to snipe passing units from time to time (to simulate the oil getting a few guys who got a bit too close to the walls), a HIGH (say twice the value used by the normal offensive siege weapons for that era) bombardment value (but no offensive bombardment flags, except in the cases where it would make sense, say for a fixed Medieval Mortar type emplacement, Heavy turrets, etc), and a fairly high defense (equal or slightly greater than the best defender for that particular era or tech level).
I'm currently working on a Viera Defensive flavor unit line for the World of Ivalice civs, but since that should be finished fairly quickly (all the animations I've already saved as presets in Poser, so all I have to do is finalize the models and render), I'll start looking into this...
No, you can only vary the amount of damage with ROF which only works on attack. Defensive bombardment can do a maximum of 1 HP of damage.
You can increase the effect of defensive bombardment by reducing hitpoints. ie: go through your units and add -1 or -2 to most of them. But, this has the side effect of greatly exagerating the importantance of combat experiance and reduces the chance that a fast unit will be able to break off an attack (if hp is 1 the instant combat starts, it can not stop). Where an ELITE of anything becomes a monster unit. Also, if HP is 1, there is no defensive bombardment.
No, you can only vary the amount of damage with ROF which only works on attack. Defensive bombardment can do a maximum of 1 HP of damage.
You can increase the effect of defensive bombardment by reducing hitpoints. ie: go through your units and add -1 or -2 to most of them. But, this has the side effect of greatly exagerating the importantance of combat experiance and reduces the chance that a fast unit will be able to break off an attack (if hp is 1 the instant combat starts, it can not stop). Where an ELITE of anything becomes a monster unit. Also, if HP is 1, there is no defensive bombardment.
You can not have a unit with only offensive bombardment. For example, canons do not have any defense. They are capable of offensive bombardment. But, they also fire in defensive bombardment.
The work around is to give oil a range of 0. So it can not be used in offensive bombardment. You then give the ballista a lower bombardment, but a range of 1. The computer will basically treat this as a canon, which I suspect was your goal. But, it will use the oil to defend the city first.
I would also suggest that these units have no support cost and no defense. ie: by themselves they are just a build it and forget it thingy. You gotta build dudes to man it. No dudes, and they do nothing.