Fortress ZOC's - God I miss them.

treadley

Chieftain
Joined
Feb 18, 2002
Messages
1
I've been playing C3 for a couple of weeks now and find that the removal of the fortress ZOC's one of my biggest changes to get to grips with.

My C2 playing style involved a well defended frontier, with fortresses every three squares (I'm sure everyone's familiar with that)

Does anyone know whether i can use the editor to tweak the fortress settings to bring back the ZOC? I can't seem to see any.
 
I thought you could. But that doesn't mean it will in fact work. I once tried giving Armies unload capabilities so units could be removed and upgraded - didn't work (hard coded). :mad:
 
Do they have the civ3-style ZOC? Where it shoots a passing enemy unit.
 
Originally posted by slothman
Do they have the civ3-style ZOC? Where it shoots a passing enemy unit.

Yes.:goodjob:

If you have an advanced, fast moving troop, they can fire back automatically. (ie. Tank, Panzer, etc.)

The problem is by the time in most games you have these troops, you don't want to make outposts on the frontier.
Massive blitzs are more my style w/ these speedy troops
:tank: :soldier:
 
Armies have zone of control as well. One of my armies tooka shot at about half of a stack of 20 cavalry moving past as they went for an undefended city on the other side of my empire. I don't think cavalry even have to be fortified to have zone of control.
 
Originally posted by eyrei
Armies have zone of control as well.
This is 1.17f right? I don't think they had ZOC back in 1.16.

One of my armies tooka shot at about half of a stack of 20 cavalry moving past as they went for an undefended city on the other side of my empire. I don't think cavalry even have to be fortified to have zone of control.
Correct, unfortified cavalry has ZOC.

I don't know how it works, sometime my units will take an opportunity shot at passing enemy, sometime they won't.
I remember in one of my game, I layed a few modern armors to force the AI into a small corridor to reach a poorly defended target city set as a decoy. Most of AI units got to the city with one HP left, resulting of about 10 oportunity shots along the way. :D
That was butchery. :D

loki
 
Originally posted by eyrei
Armies have zone of control as well...

If my memory serves, it depends what you have an army of. If it is a cavalry army, tank, etc. then even in 1.16 ZOC worked.
 
Originally posted by BabylImmortal


If my memory serves, it depends what you have an army of. If it is a cavalry army, tank, etc. then even in 1.16 ZOC worked.

No, an army of infantry provided that example.
 
Actually any unit that you put in a fortress gains the ability to take pot shots at any units that pass by.
 
Originally posted by treadley
I've been playing C3 for a couple of weeks now and find that the removal of the fortress ZOC's one of my biggest changes to get to grips with.

My C2 playing style involved a well defended frontier, with fortresses every three squares (I'm sure everyone's familiar with that)

Does anyone know whether i can use the editor to tweak the fortress settings to bring back the ZOC? I can't seem to see any.

No, I'm sorry to say that you're stuck with it. I agree with you here, I personally think at the Fortresses should use the old rules at least. The ZoC as it is now is really feeble, as is the free shot. They both only take off 1 point of damage regardless of the unit strength, and only 1 shot per stack. It's almost useless IMO.
 
In civ2 all ground units exerted ZOC so it ain't anything to do with fortresses.
 
Originally posted by Willem


No, I'm sorry to say that you're stuck with it. I agree with you here, I personally think at the Fortresses should use the old rules at least. The ZoC as it is now is really feeble, as is the free shot. They both only take off 1 point of damage regardless of the unit strength, and only 1 shot per stack. It's almost useless IMO.

Which is why in the Editor I increased the strength of fortresses and lowered the time needed to build them. Otherwise, they are not worth considering.

ZOC's don't matter much to me either: the massive blitz is the prefered style, and is more effective.
 
Originally posted by kittenOFchaos
In civ2 all ground units exerted ZOC so it ain't anything to do with fortresses.

Yes we know that. The gist of this "conversation" is that we're not all that happy about them getting rid of the old rules entirely, I think they should have been kept for the Fortress at least. As it is now, it's almost impossible to set up a defensive position. The AI is smart enough that it won't attack something that has a high defence capability, so it just goes around it. Which means that Fortresses are almost useless right now. They only time they really play a role is if you're guarding a resource.
 
Originally posted by Willem


Yes we know that. The gist of this "conversation" is that we're not all that happy about them getting rid of the old rules entirely, I think they should have been kept for the Fortress at least. As it is now, it's almost impossible to set up a defensive position. The AI is smart enough that it won't attack something that has a high defence capability, so it just goes around it. Which means that Fortresses are almost useless right now. They only time they really play a role is if you're guarding a resource.


Which is why you should cheapen the cost of fortresses: quicker to build, and stronger (maybe 75% bonus). It is not feasible to have lots of workers building a dozen fortresses in one irregular shaped border to protect a resource.
 
In my mod I have :rolleyes:
 
Originally posted by Zouave

It is not feasible to have lots of workers building a dozen fortresses in one irregular shaped border to protect a resource.

Hell what are you thinking about? I'm just talking about putting a single fortress on top of the colony.
 
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