How to allow artillery sinking ships?

Finally, air power that can deal with ships! All we need now is for escort vessels to have an "Air Superiority" type command, and we'll be laughing.

How will lethal bombardment affect units like settlers that have no HPs?
 
One small Q?

How will ships be able to cope with all these bombard units being able to kill them all of a sudden?

Will some ships be given a bonus against planes, artillery, etc? Or wil they just get totally pummelled?
:)

Ta
 
I hope the AI is programmed to build more bombardment units when this option is selected, otherwise the game becomes an exploitive cakewalk for the human player when the AI is not reprogrammed to change its play to suit the latest patch. If the 1.07 AI is what is playing on 1.18 (or whatever it is) it will be quite ineffective, at best, and will continue to degenerate with each successive alteration.
 
I know it's probably too late for a new patch... but something that bugs me when playing... i like using the grids on the maps... but i hate having to go into the map menu and clicking it EVERY TIME i start up a saved game... couldn't it be made to save that to a file... that if you had it clicked on or off... it would stay that way for the individual game until clicked otherwise...?
 
Originally posted by SirZacas
I know it's probably too late for a new patch... but something that bugs me when playing... i like using the grids on the maps... but i hate having to go into the map menu and clicking it EVERY TIME i start up a saved game... couldn't it be made to save that to a file... that if you had it clicked on or off... it would stay that way for the individual game until clicked otherwise...?

I can help with one thing here: use CTRL+G. It doesn't make it save between games, but it's a lot faster than using the menus!

As for the latest patch, I have a question: Will we be able to see air units damaged when they bombard ships? That's not a terribly big deal to me, but it would be nice to have ships dealing damage to air bombardment. Otherwise air units become far too powerful, and one would need to scale back their bombard abilities if they enabled lethal bombard.
 
oops... I just posted a question lots of others posted... damn. I will need to start reading before I ask, but I got too excited about a new patch!

Another question, though, if you have time, Dan: Will the AI be more adept at dealing with its pop-rushing? It can be very easy to defeat the AI just by forcing them into communism and watching them pop-rush/draft their way into starvation. And any word on making "inherited" unhappiness less severe? (that is, when you take over an enemy city and have to deal with lots of unhappiness for things the old ruler did to the city)
 
Hey guys , hey Dan I think Civ 3 is awesome. I have a few
suggestions.

1. The AI seems to never go to war with each other.

2. We need some way to make a scenario (This country has a blood fued with that country, this country is neutral , so on and so forth. Kinda like Civ2 scenarios) Maybe some way to edit alliances would be good.
All we really have in Civ 3 is a map editor and rules editor but no scenario editor.

3. Lastly I agree with all you guys gotta have a way to place civilizations.
A mod community is great but wouldn't it be better to come straight from FIRAXIS with a patch?
How about a couple new civilizations there are a lot of good choices already on this site.(Isreal,Arabia,Austrailia,Canada,Spanish & others)

HATS OFF TO CIVILIZATION 3 !!!!!!!!!!!!
 
And the AI's have to be less willing to destroy each other, or you, even though they have 2 cities left out of a prior 32.
 
Are we ever going to get a trade management screen. I've actually stopped playing the game such was the tedium of the endgame. I'd like to reaquaint myself with the game ... and give patch 1.17 a fair shot.

But until the boredom of continually going though 3 screens to check each individual trade each turn is ended, then I can't spare the time to finish games. I only like to play Deity, so trade management is critical ... especially since Rushing was abandoned.

Any chance of a response Dan?
 
Ummm…guys, correct me if I am wrong….isn’t this thread about whether bombardment can sink ships? ;)

Editor/Civ3 wish list each has their own thread and we shouldn’t get good old Dan confused and lost among the threads. :D
 
goodwork guys u are doing well but there is to me a couple more things that would make this game the best strat game
1. admirals or something that can form "fleets" so u can have carriers and battle ships subs etc in this fleet.
2.maybe a way that a when a tank or marines join to make an army that they dont loose there "powers"
 
Two things to note here:

1. Although we might get the option I think we should choose NOT to make artilary and ship bombardment leathel. Think this: In a war all people will build are defensive units for escorts and TONS of artilary and it will totally ruin the balance of the game. And it will eliminate ship battles as everyone will just use bombardment. Also now ships will be like artilary and you can destroy the land enemy easily. It will also reduce the usefuleness of aircrafts because they have an operational range, and if your planning on attacking a neighbour by land artilary will be more useful cuz as you go deeper into his territory your planes wont be able to get that far.

2. But planes having leathel bombardment is realistic and wouldnt ruin gameplay. Because planes have limited operation range unlike artilary which can travel everywhere so you wont be able to use it alone to destroy civs. Carriers become the dominating seapower like in real life because of this and you actually need to build jets to intercept the enemy from now on. One thing though I will definaly add a new land based unit in my game with just the air supiority command . Cuz imagine if you land your forces in enemy territory and they have like 30 planes. Your forces are all but wiped out! But if you include 10 land units with air supiority then at least 10 of those planes will be shot down.
 
I see your point griffon, but have you ever used cannons/artillery? As it is now, in open terrain they do their job, but for attacking cities, they are pretty much useless. With a stack of 15-20 artilleries you can expect to remove (a total of) 3-4 hp from units in cities, if you're lucky. I've regularly gone under streaks of 10+ bombardment failed, and more often than not the artilleries will kill the population (which is not entirely a bad thing) more than they kill the units.

To even things up, i upped the bombard values of all land bombard units by 4, and now i think it's a 50% hit - 50% miss ratio, which is suitable imho.

So unless they boost bombard values, you won't see only artilleries on the field, even more so that artilleries can't move more than 1 square per turn. Cavalry and tanks can't be replaced by artillery no matter what, cause they have huge mobility on their side.

Another thing. Ships battles have been fought from a distance for a very long time by bombardment now, so it would make sense to have bombardment ships battle.

Last thing, if you land on enemy territory and they have 30 planes, it doesn't make much of a difference if your units have 1hp or if they're dead by the air bombards :)

-corv-
 
Let me get this straight: we are getting provided the option to toggle artillery/bombers to hit ships.

For greater control we can just limit this ability to certain units via the editor...

If so torpedo bombers (SWORDFISH) and later dive bombers (STUKAS) and then modern jets (MIGS) with missiles would be a good progression for planes being able to take on ships :D
 
This is great. Now it'll will be tons easier to beat the AI.
It never builds artillery for offensive means so i can totally dominate.
And next time it thinks of doing its endless amount of bombardment with frigates, i 'll just destroy them. I hate it when the AI does that. :goodjob:
 
Originally posted by Corvenus
I see your point griffon, but have you ever used cannons/artillery? As it is now, in open terrain they do their job, but for attacking cities, they are pretty much useless. With a stack of 15-20 artilleries you can expect to remove (a total of) 3-4 hp from units in cities, if you're lucky. I've regularly gone under streaks of 10+ bombardment failed, and more often than not the artilleries will kill the population (which is not entirely a bad thing) more than they kill the units.

So unless they boost bombard values, you won't see only artilleries on the field, even more so that artilleries can't move more than 1 square per turn. Cavalry and tanks can't be replaced by artillery no matter what, cause they have huge mobility on their side.

Last thing, if you land on enemy territory and they have 30 planes, it doesn't make much of a difference if your units have 1hp or if they're dead by the air bombards :)

-corv-

Your right about the ship battle thing. But not artillary. Yeah they will never be all the way replaced. But like you said on open field they will destroy most of enemy troops. Thats a bad thing, so people will build a lot more artillary then before making the game unbalanced.

And about the planes in enemy territory. It actully does matter between 1 and no HP. If you have 10 Modern armors or mech infentry on mountain who have been bombaded with non leathel they have a pretty good chance of surviving.
 
Originally posted by Corvenus
I see your point griffon, but have you ever used cannons/artillery? As it is now, in open terrain they do their job, but for attacking cities, they are pretty much useless. With a stack of 15-20 artilleries you can expect to remove (a total of) 3-4 hp from units in cities, if you're lucky. I've regularly gone under streaks of 10+ bombardment failed, and more often than not the artilleries will kill the population (which is not entirely a bad thing) more than they kill the units.

corvenus,

the problem only exists with city bombardment/bombing that's what we call on the "blitzmod" thread the "city bombing bug".
When you bomb a city a randomizer determines if it hits units or population or buildings or misses. The bug is that when there's no pop above 1/buildings/units inside and the randomizer throws a pop/building/unit hit it will handle that as a miss. Correct solution would be that it throws again until gets a usable result. It
's simple to patch and i hope FIRAXIS knows about this yet.
 
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