Defensive artillery in city

Steph said:
if (Rand(10000) <= 1)
Bombard();

lol

Such sophistication...

if (unit.type = UNIT_ARMY)
{
unit.load("spearman");
unit.load("rifleman");
unit.load("tank");
}

:lol:

Instead, they decided on this for the Conquests Expansion:

if (unit.type.speed = UNIT_ARMY.speed)
{
Load_unit_into_army = NO;
}
else
Load_unit_into_army = YES;

Tom
 
:lol:

Instead, they decided on this for the Conquests Expansion:

if (unit.type.speed = UNIT_ARMY.speed)
{
Load_unit_into_army = NO;
}
else
Load_unit_into_army = YES;

Tom

You give them far too much credit.

The scenario I posit:

:smoke: => :ack: => :run:
 
So the AI NEVER actually uses artillery units to bombard except for in defensive bombardment right?

Made a mod once to test out different ways to get the AI to use artillery and what I ended up with was giving the arty's a range of 4. With a range of 4 the AI will use them properly to a certain extent, though not as well as we would.:lol: Some would think that is way overpowered, but I myself was not using them. I just let the AI use them.
 

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Made a mod once to test out different ways to get the AI to use artillery and what I ended up with was giving the arty's a range of 4. With a range of 4 the AI will use them properly to a certain extent, though not as well as we would.:lol: Some would think that is way overpowered, but I myself was not using them. I just let the AI use them.

Can you discribe how often (estimated) tha AI is using them !?!
 
My only guess would be that with a range of 4, the AI can still base it's artillery in it's own city, and since many cities are often within a range of 4, it can then fire upon those cities from afar. It would be interesting to know if the AI moves it's artillery to it's forward cities in war situations though, or if it does something else with them different. Please enlighten us! :)

Tom
 
Please enlighten us! :)

It has been a few months since I originally tested this, so I tried to recreate that origianal test. There is a save game 3 posts up, post 65 I think. With artillery the AI has two different problems. One is just building any artys; and two is using them even (somewhat) effectively. The following changes were made in the mod.
-all artillery has range 4 or above (less than 4 and it is like normal).
-all artys are 20 shields, so the ai will upgrade easily.
-all artys have defense of half of their bombard value, so they cannot be captured.
-the barracks auto-builds a catapult every 20 turns.

So, almost every AI city will have 1 or several artys at its disposal and it will fire on incoming enemy units, cities, ships and even armies. In the savegame I have 1 city, which is Karakorum on a one-tile island, a landing party to the NE and a cavalry army to the SW, both on the mainland. Just hit end-turn and it will take over five minutes to go thru. Leave the animate battles on or you won't see anything. Watch for my army to be red-lined by enemy artys and then killed off.
 
Wow that's pretty cool. Bizzar that range of 4 is the magic number that massively increases how often the AI uses it's artillery to bombard. A pitty it doesn't motivate them to take them out of the cities. Though I guess it doesn't matter if the range is far enough.
 
A pitty it doesn't motivate them to take them out of the cities.

I was messing around with it a little further and made the settler and worker to be auto-produced, and with that the AI will take artys out of their cities.:eek:

It will be just little mini stacks of 2 to 4 artys(sometimes up to 6) with each arty having 1 defender. I did not test this very long, but did notice it after the settler/workers were changed.
 
I was messing around with it a little further and made the settler and worker to be auto-produced, and with that the AI will take artys out of their cities.:eek:

It will be just little mini stacks of 2 to 4 artys(sometimes up to 6) with each arty having 1 defender. I did not test this very long, but did notice it after the settler/workers were changed.

Were the artys protecting the settlers/workers then?
 
You could also have certain cities be able to build a building which auto-produces immobile sea units (which can be done in any city, coastal or non-coastal) and give them bombard. They will bombard the crud out of anything that comes within range (give them whatever graphic you wish). These can act as many things, castle archer towers, dug in artillery, etc... since the unit is a sea unit, land units won't need to fight each one, they can't be captured, but are simply destroyed when the city is taken (same as a ship)... so it may not make it overly powerful, but keep your bombard going in a city that is being besieged. And the AI always makes 100% use out of bombard capabilities of ships, whereas land artillery may/or may not bombard units within range.

Tom
I know this was mentioned a while ago, but...

I was actually going to try that in one Galactic Epic scenario, with Flamand's Force-field unit. It was going to be auto-produced with a shield generator improvement, with a high bombard value but low range. An added bonus to that is that any air attack will automatically bombard the 'sea' unit because it thinks it is a ship in dock, effectively shielding ground units. That actually makes a defensive unit that protects other units from air attack without being able to go on the offensive. I think I play tested that and it worked, but I'm not sure.

That could also be used as a bunker or sea fortification type unit. In fact, if you give it no attack, it would only sit there and soak up aerial bombardment.
 
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