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| View Poll Results: Would you like to see stack auto-bombard in Civ III | |||
| Yes, its a good idea... |
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42 | 76.36% |
| No, I don't like it/Wouldn't use it... |
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10 | 18.18% |
| I Don't know, let me sleep on it! |
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3 | 5.45% |
| Voters: 55. You may not vote on this poll | |||
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#1 |
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Emperor
Join Date: Jul 2003
Location: Missouri USA
Posts: 1,021
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Stack Bombard...
I for one would really like to see a stack auto-bombard option, similar to the auto-bombard feature...
I am guessing that the code rework would be minimal, though I am no programmer ![]() Tavis, if you are listening... and taking requests...
__________________
Check out my Steam ID: http://steamcommunity.com/profiles/7...615/stats/CivV
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#2 | |
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sailing in a NAU
Join Date: Jul 2002
Location: Portugal - Porto
Posts: 428
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Re: Stack Bombard...
Quote:
So ... it would't be easy to programe that.
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#3 |
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The bus over all busses
Join Date: Nov 2002
Location: Denmark
Posts: 119
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@BomberEscort
Don't listen to programmers!! - for them nothing is possible the first time you ask them to do something ;-) I think stack auto bombardment would be cool as well as auto stack clean-up-pollution!! |
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#4 |
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King
Join Date: Mar 2003
Location: Seattle, USA
Posts: 628
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The easiest way to implement it would be with the j-key stack move. If you try and move a stack of artillery onto an enemy, it should try and bombard them from your current square.
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#5 |
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Warlord
Join Date: Dec 2003
Location: Germany
Posts: 106
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I am programmer too and I disagree with nalves!
Why aks so many questions as a programmer? Think what the player would apreciate: Bomb until a) out of cannons or b) all is redlined... When Player Stack bombards after all is redlined bomb until out of cannons. Could be something like this: <code> if (true==allunitsontileredlined(tiletobombard) while (for int i=0;i<numberofcannonsontile(selected_unit->tile());++i) { if (true==cannon[i]->canbombard) cannon[i]->bombard(tiletobombard); cannon[i]->canbobard=false; } else while (for int i=0;i<numberofcannonsontile(selected_unit->tile());++i) { if (true==cannon[i]->canbombard) cannon[i]->bombard(tiletobombard); cannon[i]->canbobard=false; if (true==allunitsontileredlined(tiletobombard)) break; } </code> |
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#6 | |
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Chieftain
Join Date: Nov 2003
Posts: 54
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Re: Re: Stack Bombard...
Quote:
![]() Being able to have a stack control would be a wonderful idea, so much easier than cycling through the units one by one, a bombard all is nice, there already is a wake all and fortify all, its probably just a bombard sum check. |
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#7 |
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Yumbo? Yumbo!
Join Date: Dec 2001
Location: Snack Food Capital of the World
Posts: 7,687
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It should be easy (and I'm a programmer).
__________________
"Perfection is attained, not when no more can be added, but when no more can be removed." The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#8 |
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King
Join Date: Apr 2003
Location: Zürich
Posts: 834
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ok since all the programmers are speaking up, i'll speak up as a mathematical programmer.
i don't know whether it is easy or not because i have no idea how well organised / designed the current code is, i don't know whether there are memory issues, hard coding issues, oo issues, possibility of side effects etc etc etc Last edited by zurichuk; Jan 21, 2004 at 07:21 AM. |
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#9 |
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Warlord
Join Date: Dec 2003
Location: Germany
Posts: 106
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I think all the functions I used in my example already exist in a similar way...
You can already cycle through all units with movepoints in one stack as shown in the stack-move command. You can already determine if all units on a tile are readlined as shown when you bombard it and destroy a building or pop. It can not possibly be hard to code! The guy who already wrote the stack-move command can program it in a matter of minutes! It's 90% copy/paste of the code already used for that! We can bomb a tile(x,y) and we can stackmove all units of a type to a tile(x,y)... No reason for having any problem to stackbomb a tile(x,y) with all units of a type that is Artillery! The hardest thing would really be to create a new icon, place it on the GUI and connect the new command with it... |
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#10 |
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King
Join Date: Apr 2003
Location: Zürich
Posts: 834
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i think it is naive / over-confident to instantly say it is easy without seeing the existing code and how is has been designed / implemented, i'm not saying it isn't easy, i just don't know the facts and the professionalism of the existing code so i (and i believe anybody) cannot accurately comment on its difficulty from internet fora information
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#11 |
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Warlord
Join Date: Dec 2003
Location: Germany
Posts: 106
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Hey, we are talking about a commercial product, it can't possibly be written without an extremely high degree of professionalism!
![]() I'd really like to see a comment from Tavis on this issue... |
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#12 |
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sailing in a NAU
Join Date: Jul 2002
Location: Portugal - Porto
Posts: 428
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Forcing several units to go to some tile and bombard it isn't dificult ... ok I agree
![]() But the question that I made was, when to stop bombarding. a) All units reach red line b) There are nothing more to bombard c) There are nothing more to bombard that doesn't belong to us d) some popup to decide e) others that I can not remember this time .... And of course that zurichuk point is very , very, true... And for know hold shift and "B", and click like crazy in the target, thats the closest to stack bombard that we have. |
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#13 |
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Deity
Join Date: Dec 2001
Location: Rochester, NY, USA
Posts: 2,007
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From a player point of view, i have never figured out why i would want to auto bombard much less stack auto bombard.
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1.22(f?) -- Supreme Lord: http://watorrey.net For better barbarians, add NoAIPatrol=0 to conquests.ini All Conquest & scenario players, map & mod makers: World size bug alert |
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#14 |
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Emperor
Join Date: Jul 2003
Location: Missouri USA
Posts: 1,021
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Now we just need to hear from the programmer that can put this in the game... On the surface though, as I said earlier, it doesn't seem like too much work. It's not truly a new feature since most/some of the code could be reused.
For example in my Combat Calculator the Normal, Defensive Bombard, and Retreat all use the same basic routine, with minor subroutines to handle their differences. I figure it would be the same with Stack Auto-Bombard... But I wouldn't mind it bombarding until all the stack bombards even if this means that some units would have nothing to hit because all targets have been destroyed. Call it the payment for my laziness, that is not wanting to sit through and click each unit and bombard individually...
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Check out my Steam ID: http://steamcommunity.com/profiles/7...615/stats/CivV
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#15 | |
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Cascaded Mansion
Join Date: Nov 2003
Posts: 4,596
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Quote:
I am a programmer too, and a much better one than I am a CIV player.
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#16 | |
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sailing in a NAU
Join Date: Jul 2002
Location: Portugal - Porto
Posts: 428
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Quote:
Are you saying that the stack bombard should only stop to bombard when there are anything more to hit ? I don't agree. For exemple when I want to capture a enemy city I bombard that city until all their defenders are in red line. After that I don't bombard any more since I want to preserve as much buildings in the city as I can. So I would like a stack bombard option that bombard only until the enemy units are in red line. In fact I would love that option. |
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#17 |
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Emperor
Join Date: Jul 2003
Location: Missouri USA
Posts: 1,021
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Like I said earlier, it is the penalty for our laziness... when I auto bombard with bombers they will still target a city long after eveything has been destroyed. Stack Bombard & Stack Auto Bombard could work the same way.
IIRC, bombers will stop when all tile improvements are destroyed and troops are killed, so the code to stop is already there...
__________________
Check out my Steam ID: http://steamcommunity.com/profiles/7...615/stats/CivV
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#18 |
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Warlord
Join Date: Nov 2001
Posts: 100
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I think one of the problems is this.... i'm guessing that the way the code is done, a stack bombard command would still have to go through and show the animation for every single artillery anyway - my guess is that if all 50 cannons were to be fired 'at once' the program would launch them all at the same target. So assuming that every cannon must be fired individually, really you're only saving yourself a fraction of a second on every cannon anyway. Give your fingers the excercise.
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#19 |
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Crash-test dummy
Join Date: Dec 2001
Location: Athens of the North (Edinburgh)
Posts: 910
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A big YES to stack bombard!!
bombarding with stacks is easily the most time-consuming and boring aspect of the latter half of the game. |
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#20 | |
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Emperor
Join Date: Jul 2003
Location: Missouri USA
Posts: 1,021
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Quote:
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Check out my Steam ID: http://steamcommunity.com/profiles/7...615/stats/CivV
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