Afforess
The White Wizard
What if ranged bombardment was the only way to bombard things. That, and I figure out why ranged bombard fails so often, and make the odds reasonable.
What if ranged bombardment was the only way to bombard things. That, and I figure out why ranged bombard fails so often, and make the odds reasonable.
What if ranged bombardment was the only way to bombard things. That, and I figure out why ranged bombard fails so often, and make the odds reasonable.
Add to that "and ranged bombard can be done from 2 squares away or more (modern/transhuman era)" for us limited UPT players (and honestly, I'd like some feasable way to protect my squishy artillery units)
I'm looking at you catapult, cannon, and trebuchet but then again, they do make great Attack Support units.
the most balanced behavior for siege weapons would be the following IMHO:
- cannot do more then 20% damage per attack on one unit. (artillery damage should be about the same magnitude as the healing between turns).
- artillery damage depends on artillery strength only. starting with a catapult with 5% ending with modern artillery dealing up to 20%.
- actual damage is random between max damage and 1/2 of it.
- artillery/collateral damage cannot damage any unit more then 50% health.
- fortification defense bonus is subtracted from max artillery damage (e.g. +25% fortified unit will keep at least 75% health under artillery fire)
- anti-collateral damage promotions can reduce max artillery damage further.
- bombardment reduces automatically tile defenses - no distinction between unit bombard and city defense bombard anymore.
- artillery can be both captured (no defender on the tile) and destroyed through flanking attacks (so it still needs hitpoints)
- cannot defend itself.
- cannot attack, only bombard. if possible the movement on an enemy should be interpreted as an bombard order.
- artillery deals collateral damage to all units on a tile
- reduced-collateral damage is applied to several other promotions (city defense a.o.)
Ehhh, I like the fact that RoM is a sort of quasi-stepping stone to some of the concepts in Civ V, and taking away Stack Attack related jobs for units seems like a good idea to me, considering there are no stacks in Civ V.
I've got notes for my changes, but I'm currently beta-testing 1.74 and I don't want to unleash anything on the unsuspecting populace until the beta period for it is over. XML changes, like I'm looking at, can always be patched in. Posting the current things here, for community poking/discussion, though.
American Navy SEAL - Add "Targets any machine gun, artillery units first in combat."
Aztec Jaguar - The Aztec military would employ the use of the atlatl dart before an attack. - I would give them a first strike. Another interesting thing would be to give them ranged bombard (An atlatl can readily achieve ranges of greater than 100 meters and speeds of over 100 km/h) but since that's an optional setting, the first strike is probably the better choice.
(Celtia) Gallic Warrior: The Gauls were the first known civlization to develop mail armor - grant them immunity to first strikes. They can keep Guerilla but it's really a non-issue due to the Dun.
French Musketeer - Base movment down to one, starts with Morale and Patrol I.
Hittie Chariot - +100% damage versus melee units, instead of just axemen.
Holy Roman Landschnecht - Gets 6 str again.
Maya Holkan - I still have no idea what to do here. Not a clue.
I'm playing 1.74 beta too. So your changes will go into BR:U because I agree with the changes above. Only one obstacle left is Afforess' approval.
So in addition to my request to have National limit of 3 for Privateers, Afforess, add Iceicro's recommendations, please. Only if you agree. Please comment here if you disagree with my National limit or Iceicro's changes so we can tweak further to fit your Better RoM: Units preferences.
I approve; except of the limit for Privateers. I think that locking them to the Mercantile Civic is good enough as a barrier.
Opening up for discussion first:
How about undeleting Flamethrowers and dogs and instead change them into Classical until late Industrial "special forces" units? Have them upgrade each other (first dog [forgot its name]-->second dog-->flamethrower-->Special Forces. And have them be limited either by civic or something. Have them specialize at hidden nationality fast pillaging skills scaled to each eras, of course. Well what do you think of these ideas? Refine it? Tweak my ideas? Forget it and leave them deleted as they are now?
Honestly? I friggin hated the dog units. Always did, always will, and am glad to see them gone.
Honestly, I dislike restricting privateers to mercantilism. The reason people have problems with them is that they haven't built an effective shore-defense navy - I don't see this as a problem. Perhaps they have too high strength that allows them to be problems for low-tech civs, but that's not the same problem.
An alternate idea for privateers is to scrap the Privateer unit, and give all ships a new action button, much like the existing Great Commander button, that turns them into privateers. Basically, a "Letter of Marque" kind of thing. Then the unit would become a pirate ship, with hidden nationality. The downside being, that there would be a chance of the unit going rogue. Further, if the unit died, there might be a chance of being exposed, and getting negative relations with others. I think some civics should disallow the use of pirates though, like maybe Free Market.
This. This. This this this this. I want it now. Letter of Marque would be great, especially if you can teach the AI to use it, but not use it on every boat ever.