Merkinball
Deity
Is there a way of knowing all the units that are in that stack of doom? I hate it when a stack is so deep with units that there's no way of knowing the composition of what's at your doorstep. It doesn't seem logical that with air recon, you can't know all the units in a stack. Am I missing something here?
The best units are supposed to surface to the top of stack when under attack from an enemy.
Is this true? I've watched two turns of battle where my city defending SAM infantry have been favored by other units with attacking choppers. I thought my eyes were decieving me, or thought perhaps I had no such units in there, but sure enough, I did indeed have full strength SAM infantry in both cities. So my Marines have been sacraficed, and their gunships remain.
I'm still getting real upset at this artillery engine. I need justification for this.
A.) Nothing ever withdraws. Justinian has hit with the stack of all stacks of doom. First I loosened the stack of dozens of fighters/bombers from my surrounding lands, then started busting him up with my artillery. Nothing withdrew. Out of tens of artillery strikes, I had five withdraw. Most battles were 50% withdrawal rates. Subsequent turn, he strikes with his artillery and every one of them withdraw. Every F*CKING one of them.
B.) When I hit his stack in the field, my artillery averaged 5 units damaged per strike. At most 7. Every single one of his artillery pieces damaged 8 of my units. I've asked this before, but WTH gives.
Absolutely frustrating.
B.) How do units rotate up when you hit them with collateral damage units? Is there a method? His stack was excessively large. Maybe 100 units. So I had no way of knowing exactly what was in it when I struck it. When I hit him with my dozens of artillery pieces, I took known infantry in the stack down into single digits for life. It seemed as though I was pretty much just damaging the same bunch of infantry. Within the stack were anti-tanks, and no matter how many artillery I used, if I checked to see a tank's odds against the anti-tank, all the anti-tanks in the stack were undamaged. Cavalry in the stack remained undamaged as well.
Why is it that the infantry are all down to 3-6 range, but everything else remains untouched, or essentially untouched.
This is terribly frustrating.
Air defense
Is this just...random game engine crap too? Why is that I send in a group of four bombers at a stack, and all four get completely shot down. Yet, I have SAM infantry and fighters defending my cities from incoming air, yet...there's absolutely no evidence that it's doing any good. My crap gets damaged in dogfights, not theres. Even AIRSHIPS are getting through unscathed.
This is another aspect of the war engine that just seems utterly lopsided. I lose whole air squadrons, and I face a delouge of attacks from airships.
It seems rather ridiculous.
Bad luck right... Or I didn't notice it before when everything went my way right? Or, it's a perfect random number generation system right?
The best units are supposed to surface to the top of stack when under attack from an enemy.
Is this true? I've watched two turns of battle where my city defending SAM infantry have been favored by other units with attacking choppers. I thought my eyes were decieving me, or thought perhaps I had no such units in there, but sure enough, I did indeed have full strength SAM infantry in both cities. So my Marines have been sacraficed, and their gunships remain.
I'm still getting real upset at this artillery engine. I need justification for this.
A.) Nothing ever withdraws. Justinian has hit with the stack of all stacks of doom. First I loosened the stack of dozens of fighters/bombers from my surrounding lands, then started busting him up with my artillery. Nothing withdrew. Out of tens of artillery strikes, I had five withdraw. Most battles were 50% withdrawal rates. Subsequent turn, he strikes with his artillery and every one of them withdraw. Every F*CKING one of them.
B.) When I hit his stack in the field, my artillery averaged 5 units damaged per strike. At most 7. Every single one of his artillery pieces damaged 8 of my units. I've asked this before, but WTH gives.
Absolutely frustrating.
B.) How do units rotate up when you hit them with collateral damage units? Is there a method? His stack was excessively large. Maybe 100 units. So I had no way of knowing exactly what was in it when I struck it. When I hit him with my dozens of artillery pieces, I took known infantry in the stack down into single digits for life. It seemed as though I was pretty much just damaging the same bunch of infantry. Within the stack were anti-tanks, and no matter how many artillery I used, if I checked to see a tank's odds against the anti-tank, all the anti-tanks in the stack were undamaged. Cavalry in the stack remained undamaged as well.
Why is it that the infantry are all down to 3-6 range, but everything else remains untouched, or essentially untouched.
This is terribly frustrating.
Air defense
Is this just...random game engine crap too? Why is that I send in a group of four bombers at a stack, and all four get completely shot down. Yet, I have SAM infantry and fighters defending my cities from incoming air, yet...there's absolutely no evidence that it's doing any good. My crap gets damaged in dogfights, not theres. Even AIRSHIPS are getting through unscathed.
This is another aspect of the war engine that just seems utterly lopsided. I lose whole air squadrons, and I face a delouge of attacks from airships.
It seems rather ridiculous.
Bad luck right... Or I didn't notice it before when everything went my way right? Or, it's a perfect random number generation system right?