arthas125
Chieftain
- Joined
- Nov 4, 2011
- Messages
- 42
as the tittle says, i recently updated the mod after years of not playing it and as i tried to use siege weapons such as the Lithobos (earliest catapult you can get) i noticed them working differently than in vanilla or every other BTS mod
lets say i have a stack of 10 catapults against some 20ish units from the enemy, in the vanilla game, i would attack with one of the catapults, either win or lose the engagement (or retreat if that's a possibility promotion wise) and said catapult would inflict colateral damage and have a chance of damaging the unit it was attacking if it lost or retreated, then after this i could pick the rest of my 9 catapults and attack the stack again, the best defender unit in said stack would come to meet my catapult if it previous defender was too damaged to act, another round of combat, some more collateral damage, and the aftermath, regardless of what it was, you could just keep doing the same process and assuming you had enough siege units, most of the stack would be too weak to fight against the last catapults so they would almost always win, retreat, and inflict collateral damage, wich is the main reason why the stack is so weakened in the first place, i renember the damage cap for siege weapons was added in one of the original game expansions for this exact reason, so units had at least a chance to act instead of being outright killed by the catapults after their colateral damage weakened them, still, with this system assuming you had enough siege you could win any engagement as im sure you are all very familiar with how the usual civ 4 combat goes
now lets say i have the same scenario as above in C2C, after i attack with my first catapult and win, i cannot attack the same stack again with ANY siege weapon, and by not being able to attack i mean that im not able to engage in the usual battle that would take place as it normally would in the vanilla game if i tell another siege unit to attack the enemy stack, instead, the only option i have to inflicting further collateral damage after the first round of combat is by Ranged Bombardment, because the game will not let me engage the stack with another siege weapon.
being able to attack from range makes a lot more sence for this kind of unit ,however, i didn't saw any change or significant information that told me this was the case in the game and that they now work diferently from the original game, asides from the Ranged damage promotions units now get, you would assume that you could still cause collateral damage the old way by actually engaging your siege units in normal combat, but you really can't, at least not from what i've seen so far, basically it seems to work more like in civ 3/5 where siege units can attack from a distance without engaging in direct combat with the enemy, i do like this approach a bit better than the original, however when you think about it the end result is the same, the more siege units you have the better you are, but with them being able to inflict damage from a distance without the risk of dying, its obviously much better in the end for their survivavility, also scales better in favor of the siege weapons by the endgame when you can amass a lot more of them, and from what i've seen from their promotions, wich get better as their units develop, also makes these units much more effective at said ranged bombardment
what i wanna know basically is if the above behavior is intended and if there is any way to go back to the original if possible
lets say i have a stack of 10 catapults against some 20ish units from the enemy, in the vanilla game, i would attack with one of the catapults, either win or lose the engagement (or retreat if that's a possibility promotion wise) and said catapult would inflict colateral damage and have a chance of damaging the unit it was attacking if it lost or retreated, then after this i could pick the rest of my 9 catapults and attack the stack again, the best defender unit in said stack would come to meet my catapult if it previous defender was too damaged to act, another round of combat, some more collateral damage, and the aftermath, regardless of what it was, you could just keep doing the same process and assuming you had enough siege units, most of the stack would be too weak to fight against the last catapults so they would almost always win, retreat, and inflict collateral damage, wich is the main reason why the stack is so weakened in the first place, i renember the damage cap for siege weapons was added in one of the original game expansions for this exact reason, so units had at least a chance to act instead of being outright killed by the catapults after their colateral damage weakened them, still, with this system assuming you had enough siege you could win any engagement as im sure you are all very familiar with how the usual civ 4 combat goes
now lets say i have the same scenario as above in C2C, after i attack with my first catapult and win, i cannot attack the same stack again with ANY siege weapon, and by not being able to attack i mean that im not able to engage in the usual battle that would take place as it normally would in the vanilla game if i tell another siege unit to attack the enemy stack, instead, the only option i have to inflicting further collateral damage after the first round of combat is by Ranged Bombardment, because the game will not let me engage the stack with another siege weapon.
being able to attack from range makes a lot more sence for this kind of unit ,however, i didn't saw any change or significant information that told me this was the case in the game and that they now work diferently from the original game, asides from the Ranged damage promotions units now get, you would assume that you could still cause collateral damage the old way by actually engaging your siege units in normal combat, but you really can't, at least not from what i've seen so far, basically it seems to work more like in civ 3/5 where siege units can attack from a distance without engaging in direct combat with the enemy, i do like this approach a bit better than the original, however when you think about it the end result is the same, the more siege units you have the better you are, but with them being able to inflict damage from a distance without the risk of dying, its obviously much better in the end for their survivavility, also scales better in favor of the siege weapons by the endgame when you can amass a lot more of them, and from what i've seen from their promotions, wich get better as their units develop, also makes these units much more effective at said ranged bombardment
what i wanna know basically is if the above behavior is intended and if there is any way to go back to the original if possible