How to tweak artillery and airpower to better gameplay

cFccFc

Warlord
Joined
Jun 20, 2006
Messages
297
Hey, I am quite tired of seeing 15 artillery in one tile making it quite impossible to not win a battle. I am fine with its harsh effect on enemy units, but I think its owerpowered. Arty doesn't kill a unit, it only weaken it. There is always someone surviving an arty attack. Artillery was powerfull in WWII, but only as a warm up for ground units attacking softened and battered positions. The defending units was weakened, but not totally extinct. Sovjet, with their incredible number of artillery late in the war, they still depended on ground units moving in and finishing germans after the artillery.

(1 I know its possible to fix my arty to damage up to say 75 %, but how?

Is it to fix it in the

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\The Road to War\Assets\XML\Units CIV4UnitInfos, and fix EVERY type of arty? Or is there any way to fix it for all arty's?

(1,5 One way to fix this could be capping the colleretal damage done by arty on other units to decrease the chance of 15 artys killing of a unit before it even get the chance to attack, but do I still have to go through every type of arty to fix it?

(2 How would capping colleteral damage to say 50 effect the realism and gameplay of the game ya think? And is that ^^ the only way?

(3 I would like to fix the damage done by planes as well, but I would like to keep the possibility to sink boats. Is that possible?

(4 And is it possible to set a max unit per tile, to make the SOD harder to accomplish?
 
Thanks mate. Still some questions unanswered though. Would be brilliant if it was possible to fix a max units per city cap, to ensure that bigger civs can build more arty (or other units) than smaller, as low lands and sovjet really should have different limits. I guess that require some SDK coding as well, and unfortanly is over my head.

I have been looking at your mod, and is interrested in playing it when it gets a bit more balanced than the impression i got of it now by reading the topics about it. I like the military ideas you have implented in it, I think it makes it way more realistic.

* One thing you could imprent is a way to push the war outside of the cities as so much of the fighting in the war was on the landside, in forests and etc. Perhaps have a big minus for tanks and artilleries when they attack or defend in cities. This could force the player to build forts, which ofc should have a bigger defensebonus than in the cities. In cities, defenders have to adapt to the buildings, while fortifications is adapted to the defenders needs and whishes. Zone of controll would perhaps also be implented as in civ2, but that has its ups and downs and I am shore you have already thought about it.
 
* One thing you could imprent is a way to push the war outside of the cities as so much of the fighting in the war was on the landside, in forests and etc. Perhaps have a big minus for tanks and artilleries when they attack or defend in cities. This could force the player to build forts, which ofc should have a bigger defensebonus than in the cities. In cities, defenders have to adapt to the buildings, while fortifications is adapted to the defenders needs and whishes. Zone of controll would perhaps also be implented as in civ2, but that has its ups and downs and I am shore you have already thought about it.

One thing to remember is that most cities had some strategic significance and were defended nearby e.g. the suburbs. There is an "AI_City_Defend" parameter in units, so I'll change all units to "AI_Attack" which may help the AI.

As to Tanks and Artillery ... see 0.31 when it is released.
 
Still it was important for the russians to stop the germans before they came to the cities. Enemies entering sub-urbs was never a good sign, and it was always(mostly) the intention of the defending part to stop them before they entered the suburbs of big cities.
 
Update: Version 0.31 has been released with the limits imposed.
 
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