Anyone else cannot autobomabard?

Punkymonkey

Aspiring Archaeologist
Joined
Oct 29, 2001
Messages
385
Location
NYC
Does anyone else find that their auto bombard doesn't work?
 
Yes, I also have the problem.Everytime I try to use auto-bombard, the next turn the unit has to be managed manually again.
 
If your unit is next to an enemy, autobombard will turn off if you have "cancel action on enemy unit" set.
 
thanks for the info but it works with ships and planes just not land artillery
 
I also have that problem and it is aggravation. I hate having to shoot 50 cannons a turn during a war.
 
This is why a "Stack Bombard" command is needed. Seriously, Jesse, consider this.
 
Originally posted by kmirt
I also have that problem and it is aggravation. I hate having to shoot 50 cannons a turn during a war.

Just make your cannons stronger like they are in reality (crank up the rate of fire a lot) and up the price by the same ratio you up the firepower. Then 5 cannons can do what 50 will do. Also make sure under 'preferences' that you deflag 'cancel orders next to enemy' and autobombard works fine. Works great in my game - no micromanagement.
 
Originally posted by unscratchedfoot


Just make your cannons stronger like they are in reality (crank up the rate of fire a lot) and up the price by the same ratio you up the firepower. Then 5 cannons can do what 50 will do. Also make sure under 'preferences' that you deflag 'cancel orders next to enemy' and autobombard works fine. Works great in my game - no micromanagement.


Wouldn't that prevent the AI from building artillery at all?
 
Just flag 'build lots of artillery' for each civ and the AI will put 3 or 4 of them in every city. If you do this, don't move loaded transports past AI coastal cities for obvious reasons. I lost 2 transports out of 6 to arty during a recent amphibious attack, resulting in failure to take the city. I got him back though in another follow-up battle.
 
Top Bottom