Louis XXIV
Le Roi Soleil
I think that's quite a good idea. It would even leave them vulnerable to ranged units in the city but protects them from the city.
Eh - no, Rocket Artillery is already pretty crazy as it is (they'll do 100+ damage against more or less any city that is not fully fortified), I agree that we need something to fill the gap, but it most certainly should not be as powerful as Rocket Artillery.In my opinion, it could just as well be60, same as the Rocket Artillery, but give the Rocket Artillery a base range of 4 (or 3+Range Promotion for balance purposes).
After all, the biggest advantage with IRL Rocket Artillery over conventional artillery is the range.
Eh - no, Rocket Artillery is already pretty crazy as it is (they'll do 100+ damage against more or less any city that is not fully fortified).
Awesome thanx!Liked your idea. Wrote out a quick 5 min mod for it.
http://steamcommunity.com/sharedfiles/filedetails/?id=103038054
Go nuts
Liked your idea. Wrote out a quick 5 min mod for it.
http://steamcommunity.com/sharedfiles/filedetails/?id=103038054
Go nuts
Awesome thanx!One question: Will they lose this promotion upon upgrading into Canon?
There wouldn't happen to be some sort of UU siege weapon graphics lying around from one of the scenarios or something which one could use as a base to add a Mortar to the game as a new unit?
Maybe its a good idea to have someone make a mod and updates it constantly that makes all the good idea of the community true.
A mod from and for the community..
Yes they should I have seen cannons get 1 shot by medieval era citiesI don't think they lose the upgrade. All other units don't lose their upgrades so it should keep it.
New cannons you produce won't have it though, hmm, should they? Because cannons are also range 2. I don't know much about the scenarios, but if the art exists it should be pretty easy.
Steam has collections, so someone could make a big collection of the popular mods in the community as long as they don't conflict; most of the time they shouldn't if they're small changes.
Updated in.Yes they should I have seen cannons get 1 shot by medieval era cities
Maybe its a good idea to have someone make a mod and updates it constantly that makes all the good idea of the community true.
A mod from and for the community..
Check out the work Thalassicus has done... but we'll never have universal agreement on what 'should' be part of 'the community mod', so it's better to keep things separate and modular.
Thalassicus has done some great stuf, particularly many of the interface mods of whoward are fantastic, but there are also a lot of stuff planned for the communitas expansion pack that I don't agree with, so I think it's not always as easy as just looking to the modding communities to see what people do.Check out the work Thalassicus has done... but we'll never have universal agreement on what 'should' be part of 'the community mod', so it's better to keep things separate and modular.
Just let the Siege unit "+200% vs Cities" apply to itstoo.
after all, one must assume that the ranged attack of cities is supposed to represent contemporary military equipment stationed in the city, so it doesn't make sense for cities to keep having shorter range than the units.
That is why I will still have Artillery placed with Dynamites - i.e. predating Tanks - I will just take the Indirect Fire ability away from them. And then I want to add another unit two steps later at Balistics - call it Mortar, for the sake of discussion - which has the Indirect Fire ability.
And placing it with Balistics will not ruin the upgrade path. Notice that after the fall patch, Railroad will be a necessary prerequisite to research Balistics. Therefore, we will have the upgrade path secured: Dynamite (Artillery) > Railroad > Balistics (Mortar) > Radar > Rocketry (Rocket Artillery).