Real artillery

Rathelon

Prince
Joined
Mar 10, 2006
Messages
423
Location
Portland, OR
Has anyone found a way to give artillery the ability to attack from more than one space away from their target?

I tried a couple edits in the xml files, to try to give them an air range, but that didnt work. Catapults and cannons are fine restricted to adjacent attacks, but I feel artillery and mobile artillery should be able to attack from 2 or 3 tiles away. It would be more realistic, since artillery is indirect fire - they dont attack the enemy directly and get destroyed.
 
Unless you are playing on absolutely huge maps any ranged attack in this game is absolutely silly. On a standard map each space equates to hundreds of miles. Artillery does not fire at those distances... Now if you are playing a small scenario this may be important to add.
 
Well, actually, I do always play huge maps. But, that's beside the point.

The map scale isnt really standard anyway, so I dont care about that. If one tile was 'hundreds' of miles, then there are some pretty huge farms and cow pastures out there.

What I do care about is having artillery be a little more strategic and realistic. Suicide stacks of artillery is plain stupid. That's not how artillery is used. You should be able to set your artillery a tile or two behind the front line and bombard enemy troops or cities or even resource tiles. It's the one of the main glaring aspects missing from the modern warfare in the game right now.
 
The only problem with this approach is how to get the AI to understand that artillary has long range fire... hmmm... well... I got the AI to understand how to use snipers from several squares away... maybe I can use the same code to do the same will artillary units...
 
Lord Olleus, I had to do about 2 or more weeks of research to find out the appropriate methods in the python API to make the sniper work seamlessly with the game. I'll rework the code after I release the sniper code to make ranged artillary units possible.
 
Along the same lines, how hard would it be to modify battleships for example, to bombard unit stacks? It would essentially just be a rework of the Unit Strike ability by planes I would think...
 
This is a great idea... I hope someone can make this. Civ 3 had it I think... nevertheless having modern artillery fire from 2 squares away makes more sense to me as well. ;)
 
I also want to add my support for both land unit and naval unit bombardment. I think especially modern naval ships(subs and battleships) and modern arty units should be able to bombard without risk of being destroyed. However I think for game balance, 1 game tile should be(at least at default) the range limit.
 
Artillery, ships and snipers with a specified range are awesome. I don't like ships that can only bombard city defence. The only purpose I used ships in Civ4 was for escorting transports. I'm also sick of building up huge armies with plenty of artillery and losing more than half of them in the attack of the first city in a war. I also liked the indirect defensive issue of artillery in Civ3. Also planes should be able to attack single units in a stack. And we need cruise missiles. Just a bunch of ideas..
 
upstart said:
I also want to add my support for both land unit and naval unit bombardment. I think especially modern naval ships(subs and battleships) and modern arty units should be able to bombard without risk of being destroyed. However I think for game balance, 1 game tile should be(at least at default) the range limit.
Actually, I think I will most likely make the range configurable.
 
Drakken said:
Unless you are playing on absolutely huge maps any ranged attack in this game is absolutely silly. On a standard map each space equates to hundreds of miles. Artillery does not fire at those distances... Now if you are playing a small scenario this may be important to add.
by WWII there were guns that could fire a few hundred miles, in the 80's Al-kaida almost built a "supergun" capable of tens of thosands of miles, and with today's tech...
Hardner said:
And we need cruise missiles.
what about ICBM's?
 
lutzj said:
what about ICBM's?

ICBM stands for Intercontinental Ballistic Missile. It's not the same as a cruise missle.

In Civ 3, we had both types. A cruise missile has a smaller warhead and is not nuclear as an ICBM is. ;)
 
I'm in the process of converting an SDK field bombarbment mod to the latest version. Should be out soon (ie: if it works in two days, if not probably a week maybe two).

Dale
 
lutzj said:
in the 80's Al-kaida almost built a "supergun" capable of tens of thosands of miles
...and such a thing would serve no tactical purpose other than terrorism, as it could not be aimed in any useful way.

Anyway, I see 3 simple and incremental ways to add "realism" to artillery:

1. Give them a % first strike possibility and only 1 round of combat. That would, I think, make them most similar to artillery's real use in combat: soften up the enemy.
2. Make it so that only artillery can defend against artillery.
3. Make them able to be captured, as in Civ3 and RL.
 
just like to put my point into this:

Artillary does get destroyed, my grandfather's brother was in the Royal Artillary and got killed when artillary got flanked....It would be over-powered and unrealistic to let them not be destroyed. Just only let them attack from 2 squares away so in hard terrian there is no counterattack from 1 movement units such as infantry
 
Yes, artillery should be destroyed if attacked, because artillery is an indirect fire unit. The only defense they have is the soldiers operating the guns, and whatever weaponry those soldiers happen to carry. If an armor company caught an artillery battery in the field, it'd be a slaughter. Trust me, I was an armor crewman in the first Gulf War.

That's why they should not attack directly, but instead should at least be able to attack/bombard from 2 tiles away (only artillery and mobile artillery, not cannons or catapults). In the Gulf, the M109s and MLRS's stayed well behind us because we could protect them.

And, speaking of MLRS, that would be a great unit addition as well. Didnt they have a mobile rocket launcher in one of the older Civ's?
 
This is true. In war, an artillerman has the shortest life span - 15 seconds due to counter-battery fire.
 
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