cats and trebs

Mind if I ask what difficulty you usually play on?

I don't see the point in building units to sacrifice. My catapults (upgraded, duh) will still be there at the end. I suppose maybe if you're building archers or warriors (short term, 3 warriors>1 catapult; maybe not so sure about archers)

usually Regent. I just find it easier to build archers and send them in masses to one spot rather than take the extra time moving around cats (around mountains/jungles) and have half the archers when only 3 out of my 10 cats hit. I just don't think it helps enough to be worth the cost
 
agree though that cats are slow to use as auto bombard function doesnt seem to work for them

Auto-bombard won't work for cats/trebs if you have 'cancel orders for enemy unit' selected; artillery doesn't suffer this problem so often because they fire from two squares away from the target.
 
what are the 'cancel orders' selections anyway?

In 'preferences' (Control+P) you can change various things about the game, one of which is to have your units cancel their orders when approached by a 'friendly' unit (ie. a unit from another civ, with whom you are at peace.). You have the same option with 'enemy' units; If you uncheck this in the preference, the auto-bombard will work.
 
I must admit I have used cats in the past and with enough of them you can conquer a lot of territory with much fewer losses. However this can be tediously slow, these days I prefer a 3x or 4x pronged attack with fast raiding troops to conquest quicker.

In terms of artillery, I find that they are very useful when dropping a large invasion force onto an enemy continent. In general I tend to pick a landing spot on terrain with defense bonuses anyway but I always carry 10x or so artillery units with my tanks etc. for any AI dumb enough to try and take on the stack on their turn.

:ar15:
 
When I got my C3Complete, I could not believe what they did to my cats, cannons and arty so I just restored the range to my units. They were utterly useless when they had to be standing directly beside what they were to hit. Just plain stupid in my thinking and I saw no reason to take that from the programmers. (at least not when they also gave me the editor so that I could restore their former glory :mischief: )
 
When I got my C3Complete, I could not believe what they did to my cats, cannons and arty so I just restored the range to my units. They were utterly useless when they had to be standing directly beside what they were to hit. Just plain stupid in my thinking and I saw no reason to take that from the programmers. (at least not when they also gave me the editor so that I could restore their former glory :mischief: )

What are you comparing c3c to? Pretty sure cats and cannons only had a range of 1 in vanilla (as they do in conquests)
 
I played vanilla for years and the range of one meant that they could bombard over one empty space to the next one. Cannons had a larger range and arty could bombard over 5 tiles.
 
Are you sure that wasn't modded? It doesn't sound familiar to me (although I do admit my memory of Vanilla is vague).
 
I just booted up vanilla and tested. For cats, they can definitely only hit the adjacent square. The civlopedia also lists the same ranges as in conquests (I know it's not perfect, but still, I think it's unlikely to be totally wrong on this especially as it supports what I remember from playing full games) Then I checked it in the editor, and it says two for artillery. Your game must be modded.
 
Playing PTW, I can verify that cats and cannons only have a range of 1, that's the adjacent tile. Artillery and Radar Artillery have a range of 2.
 
In 'preferences' (Control+P) you can change various things about the game, one of which is to have your units cancel their orders when approached by a 'friendly' unit (ie. a unit from another civ, with whom you are at peace.). You have the same option with 'enemy' units; If you uncheck this in the preference, the auto-bombard will work.

I knew where they were, just not what they did. :thanx:
 
Back
Top Bottom