Bombardment change.

Harrier

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The problem with C3C is that if a unit has the offensive bombardment capability - each unit movement point equalls one bombardment attack.

With Civ4 - I would like to see in the Editor a seperate entry for bombardment attempts.

Example: A unit is given the existing stats for movement, attack, defense and bombardment. But a new option specifies how many times it can bombard.

The unit can only bombard if it has a movement point left and each bombardment costs one movement point.

The big difference is that you can have a unit as follows:

Battleship 15 (12 [2]) 9 6

Attack = 15
Bombard strength = 12
Number of bombards is = 2 (each reduces movement by 1 if used.)
Defense = 9
Movement = 6 (reduced by 1 for each bombardment (max 2 with this unit,)

This way ships, tanks etc can be more realistic in game play.

Currently in a modded game, if you give a ship unit 8 movement and bombardment. It can bombard 8 times - this is wrong.

My proposal lets a mod maker specify how many times a unit can bombard - if it has movement points left. :)
 
a side comment, that ship with 8 movement with 8 bombards probably has the blitz flag enabled. Try removing it.
 
I appreciate your feedback. :)


And you are correct - removing the Blitz ability would seem to help.

BUT - and it is a big BUT - I want to keep the Blitz ability, but not have it directly dependant on the total number of movement points.

Therefore a unit (land or sea) may have say 4 movement points, but only 2 attack bombard points.

It can move 4 times (with no bombbard).
It can move 3 times (with 1 bombbard).
It can move 2 times (with 2 bombbards).
It can move 1 time (with 2 bombbards).
It can move 0 time (with 2 bombbards).

Do you now see what I am propossing. ;)
 
Well, I agree that more powerful editing tools would be good for bombardment. For my part, I would also like to see them reintroduce the ability of bombardment units to hit population and improvements when you hit a city. I only came into Civ3 after C3C, but I remember that this used to be the case in vanilla and PtW, but was removed in C3C because the AI was too dumb to use it effectively :mad: ! Once again a good change between civ2 and civ3 is dumbed down because of a poor AI!!! So, my main requests are:

1) Return the 'haphazardness' of city bombardment to civ4.

2) Improve the AI to ensure that it knows how to make best use of bombardment units-and values them to the extent they ought to be!

3) Allow players to mod bombardment units to alter the relative 'hit ratios' between whether the unit hits another unit, a city's population, or its improvements.

Yours,
Aussie_Lurker.
 
I agree, Aussie Lurker. I hate the "new" bombardment algorithm. I much preferred the one that came with Vanilla.
 
It's rare, but I agree completely with Aussie_Lurker on this one. All three points are good suggestions, assuming they keep they current bombardment model. While it's a definite step up from Civ II, I'm still not entirely convinced a better plan couldn't be made, though. Haphardness, AI use, and externalization to modders are all good ideas that I would like to see.

Arathorn
 
The Last Conformist said:
But do teach the AI to use artillery sensibly.


That is the problem - the AI is not that good in certain parts of the game.

Maybe they will change that with C4. :)

My post is really aimed at editor changes - for mod makers - not the out of the box game. :D
 
what if rather than just bombard it specified the number of attacks all together rather than having the blitz flag
 
On the topic of bombardment, it seems to me that it is not very realistic that if you are bombarding units that are stacked, it only targets one of those units. I think that if units are stacked the algorithm should also take into account whether or not Units are stacked and allow the possibility of damaging more than one unit.
 
Draconian_Devil said:
On the topic of bombardment, it seems to me that it is not very realistic that if you are bombarding units that are stacked, it only targets one of those units. I think that if units are stacked the algorithm should also take into account whether or not Units are stacked and allow the possibility of damaging more than one unit.

But in Rl - the attackers would select a specific target. A tile in the game represents many miles. So you are sellecting a target (well the game does).

I guess the best bet would be like stealth attack, select the unit you want to bombard. :)
 
Harrier said:
I guess the best bet would be like stealth attack, select the unit you want to bombard. :)

And in IRL this would need extensive intelligence on enemy troop locations.
 
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