You may have noticed that artillery is immune to collateral damage from siege weapons in Add-on 2. So your artillery barrage only damages non-siege units.
Only way to damage them is in aerial bombardments or direct assault, if you can get through.
This would be historically accurate if...
I believe that Dale posted in the Add-on Pack 2 stickied thread that he might have forgotten to increase the tank strength.
Be patient and Im sure he will come out with another add-on pack or maybe even just a patch.
The problem is the that no matter how much you damage the arty in the city with bombers, they still cause the same amount of collateral damage to the attacking units because of their first strike barrage.
Maybe this idea could be reduced to only one arty firing at each attacking unit. And the...
I first attacked with the stack. I then noticed that units that had not attacked yet were already damaged. I then tried just having all my artillery grouped with one attacking unit to see if that helped. The only thing my artillery did was to damage all non-artillery defenders. My sole attacking...
Artillery is way too overpowered with the second Add-on. Each artillery gets to fire at any attacking unit, every time. If the AI places 6 or more arty pieces in a tile, no land unit can get through.
And since artillery is now immune to collateral damage from other artillery units, the only...
I have installed Beta 1.2 and am playing Accurate Historical Events as USA.
The Axis controls all of France's territory in Europe. The date is May 1941 and France has still not converted to Axis.
The readme says the following:
Vichy France trigger:
1. Axis occupy a number of Dijon...
I must also have the same problem. I added on the new mod pack with the patch and only have sound for the opening cut scene. There is no music, sound effects, ambient music. Just dead silence.
Any suggestions or thoughts to try?
I dont like using the GG to give 20 units +2xp. I like to settle him and give every unit produced +2xp till the end of time. With barracks, you get the CR2 anyway. Aggressive leaders, even better. Pyramids, running Rep, oh the sweet goodness.
I will make a medic chariot if I miss out on the...
I let them in because I was tired of the 3 turns of unrest. That was when the real problems arose in my capital.
The cult would sabotage my production! I would get a nice event that tells me they have sabotaged all production in the capital and I had 2 choices.
1. Lose all production...
I find the Roman quest hard as well. If you wait for the cities to spawn, there is not enough time to build the culture buildings and get the borders to expand before time runs out.
If you build the cities on your own, that is a lot of settlers to produce and cities to protect before time...
I fail to see why your saying protective is not worth anything if this happens no matter what traits your leader has. If it becomes hard to leverage the free promotions for defending, use them on the offensive. Your achers already start with drill which can easily get them to drill II or III...
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