1 year no play, some question about the game mechanic?

myclan

Prince
Joined
Feb 26, 2008
Messages
590
1. What is AA gun interception range? I put it near my destroyer/fortification, but never saw it intercepting.

2. Can all the “gun” units be stacked with tank/infantry? Like AA gun, field gun, assualt gun an so on.

3. Sea unit don‘t have ZOC?

4. No counter fire and be able to move after firing, is submarine too strong?

5. Ship can only recover in city? How about land units? Inside a city/inside the border/outside the border/enemy border, is it the same?

6. Can I upgrade my unit? Like panzerI to panzerII

Thanks a lot!
 

Gedemon

Modder
Super Moderator
Joined
Oct 4, 2004
Messages
10,984
Location
France
1/ They only intercept on the tile they are on.

2/ Yes

3/ Yes. They'll have opportunity fire in the future.

4/ Only in one situation : when they can attack and go hide in a city the same turn. In every other case destroyers may hurt them badly.

5/ Naval units in city (or near a city with harbor only), Land unit only when they have a supply line (a territory path to a friendly city), Air unit everywhere

6/ No, the upgrade path is automated and currently limited to similar units (Panzer IV to Panzer IV G for example), but I may add a higher cost upgrade path (Panzer I to Panzer II) in the future
 

myclan

Prince
Joined
Feb 26, 2008
Messages
590
1/ They only intercept on the tile they are on.

2/ Yes

3/ Yes. They'll have opportunity fire in the future.

4/ Only in one situation : when they can attack and go hide in a city the same turn. In every other case destroyers may hurt them badly.

5/ Naval units in city (or near a city with harbor only), Land unit only when they have a supply line (a territory path to a friendly city), Air unit everywhere

6/ No, the upgrade path is automated and currently limited to similar units (Panzer IV to Panzer IV G for example), but I may add a higher cost upgrade path (Panzer I to Panzer II) in the future

1. So AA gun seems a little useless for it can only cover a small portion of unit, defending a city will be fine though. How about the interception range of destoryer?

4. I try to use battleship block an area of "inlandsea" with the help of the shore. Not useful in most cases maybe, but really help me to deal with the annyoing England+France navy.

Thanks again
 

ZeroZeroSix

Prince
Joined
Oct 15, 2008
Messages
347
AA gun are really usefull to protect heavily bombarded tanks. In a city they intercept 3 times but in the open they intercept all bombing mission on the tank so he got no damage (correct me if i am wrong ;)) Its a good way to save materials.
 

myclan

Prince
Joined
Feb 26, 2008
Messages
590
AA gun are really usefull to protect heavily bombarded tanks. In a city they intercept 3 times but in the open they intercept all bombing mission on the tank so he got no damage (correct me if i am wrong ;)) Its a good way to save materials.
Agree. But stack an AA gun with all the tank just seems ridiculous. And you hope your tank can combine with field gun to enhance their attacking power.

p.s. field gun is really powerful. Attack once by itself, further attack once when unit of the same tile attack. With NO material cost.
 

ZeroZeroSix

Prince
Joined
Oct 15, 2008
Messages
347
Not all tanks, Heavy tanks that cost lots of material to repair. They are usualy targeted by enemy bombers when in front pushing up an assault.
 

Gedemon

Modder
Super Moderator
Joined
Oct 4, 2004
Messages
10,984
Location
France
Agree. But stack an AA gun with all the tank just seems ridiculous. And you hope your tank can combine with field gun to enhance their attacking power.
That exactly the point: you have to make a choice.
 

myclan

Prince
Joined
Feb 26, 2008
Messages
590
That exactly the point: you have to make a choice.

Will you condiser removing the support fire of the field gun? It can attack twice even three (if being attacked) times per turn. Just producing great damage without losing even 1 hp. Just making infantry and tank somewhat uesless.
 

Gedemon

Modder
Super Moderator
Joined
Oct 4, 2004
Messages
10,984
Location
France
All ranged units have limited "fire points" in the development version.
 

myclan

Prince
Joined
Feb 26, 2008
Messages
590
All ranged units have limited "fire points" in the development version.

You mean limit the fire times of range units and need material & time to recover them? Excellent idea, but I think a command of "counter fire" is needed just like "interception" for air unit. When we need to save fire points just end the turn directly so counter fire will not trigger even being attacked. I still think Support fire is not necessary, it should not shoot twice just in one turn.
 

Gedemon

Modder
Super Moderator
Joined
Oct 4, 2004
Messages
10,984
Location
France
Ideally those abilities would be gained by promotions.

But no commands, UI + AI is too much work.
 

myclan

Prince
Joined
Feb 26, 2008
Messages
590
Ideally those abilities would be gained by promotions.

But no commands, UI + AI is too much work.

Good idea. Then the extra fire triggered by those ability should not count in fire points.
 

Gedemon

Modder
Super Moderator
Joined
Oct 4, 2004
Messages
10,984
Location
France
I don't want unlimited counter/support fire.
 

myclan

Prince
Joined
Feb 26, 2008
Messages
590
I don't want unlimited counter/support fire.

What I actually concern about is if counter/support fire can't be turn off mannually, it will cost annoying material lost if you just want to save it up
 

Gedemon

Modder
Super Moderator
Joined
Oct 4, 2004
Messages
10,984
Location
France
I was pondering to use "set up before firing" option for that, but it's not high in the todo list.

Anyway you'll be able to set the feature off in the defines files.
 

myclan

Prince
Joined
Feb 26, 2008
Messages
590
So another question. Why sea units don‘t have ZOC?It makes protecting a unit or an area rather difficult?
 
Top Bottom