New and Changed Unit Stats

Great work thanks for the info!
 
[...] Carrier become even less useful now, I hope they can transport more air units and get a boost to :strenght: because with all these new units there is no room for them.



Carriers are the same like in Warlords.
But now you can only have a certain amount of Aircrafts in Cities and Forts. That makes them a little bit more usefull (+ airplanes continue to run further interception missions on that same turn)
 
Actually I expected the carriers carry like 8 aircrafts and much more expensive so that as IRL there come only small number of very strong carrier fleets and it is crucial to protect/kill carriers.

Also I want to see re-base range limit in Civ3. Instant refilling far away carriers = silly.
 
(a bit off-topic)

I often don't understand how exactly this invisibility works. Say your wounded battleship with strength 5 attack a wounded destroyer with strength 5. What if that enemy destroyer is stacked with a full HP submarine.. The submarine suddenly comes up to defend? But if were not with destroyer, battleship just moves in without battle and share the tile with the enemy submarine.(I once tested this with world builder to see how invisibility works)

This is different from what I expected of invisibility. I thought the battleship was supposed to be under sneak attack when it tries to move to the same square(or next to it) as invisible unit.. much like ZOC passive attack in Civ2 or in Civ3 fort.

Invisibility means that Submarines to be discovered must be inside visibility range of destroyers and enemy submarines.
If a Submarine goes in an adjacent tile of a Battleship,Frigate, Carrier,Transport it is not detected.
 
what does it "flank attack against catapult?"

Is it extra strength against siege units?

I thought it meant you that if you attack a stack containing a catapult with a horse archer, he attacks the catapult directly, instead of the strongest defender. He outflanks the stack as it were. But extra strength would make sense I guess.
 
Invisibility means that Submarines to be discovered must be inside visibility range of destroyers and enemy submarines.
If a Submarine goes in an adjacent tile of a Battleship,Frigate, Carrier,Transport it is not detected.

That's what we all know.. doesn't answer my questions. So that submarine doesn't fight back even though it's stacked with friend destroyer, that is, just because enemy *can't* see it? :( OTOH If it does, then why doesn't it fight back when battleship moves into a square with a sole sub..
 
2 units that are exacly the same, sept with +50% aginst frigests, or subs.. thos units kinda suck


i dont get the logic behind y a ships of the line gets 50% agist frigets, its cannons are good aginst any ship
 
2 units that are exacly the same, sept with +50% aginst frigests, or subs.. thos units kinda suck


i dont get the logic behind y a ships of the line gets 50% agist frigets, its cannons are good aginst any ship

I like the idea of the Attack Submarine. It's a counter against your moving Tactical Nuke base. I'm a fan of submarine movies like "The Hunt for Red October" or "Das Boot" so I'm happy they included another sub.
But it would be nice if the Attack Sub has +1 Movement.
 
I think the WL submarine looks quite old, considering it now carries nuclear missiles. Hope they changed its color or style so it looks modern. ;)
 
Looks like siege units got nerfed pretty hardcore.
 
They should have nerfed seige basic strength instead of % of city defenses taken down.
 
Okay, so I can kind of understand why catapults are unable to kill enemy units, but trebuchets too?! What is the point of trebuchets if they will die each time I use them? Right now they're so powerful because of their city attack bonus, but it's not really worth using them if they're just going to die. So you're telling me that even with 90% odds against a longbowman, the trebuchet is guaranteed to die when attacking? I don't know, I understand why they nerfed the artillery type units, but I think they may have went overboard with it.

If they're making the trebuchets so much weaker that they're unable to win, can they at least reduce the hammers necessary to produce them back to what it was before the 2.08 patch? I see no reason to build trebuchets if they remain so expensive and are unable to win battles. Catapults are way cheaper and cause more collateral damage, so I will stick with building catapults if the Trebuchets aren't made cheaper...
 
If catapults can't kill enemy units, how do they pick up experience points?
 
Okay, so I can kind of understand why catapults are unable to kill enemy units, but trebuchets too?! What is the point of trebuchets if they will die each time I use them?

I don't think they'll die each time you use them. I think once you've dealt as much damage as possible, then it counts as a victory for the siege weapon and the battle ends.
 
I am sure siege units won't just die.
They will win the battle, get their exp and just withdraw leaving a weakened enemy for other units.
 
50 percent withdrawal chance on the Attack Submarines look a bit too much? Kinda cost free aggression points?
 
I wonder if siege units will have to take a unit down to 0hp before it withdraws and then the defender is put back at 25hp. Another possibility is that the siege unit will only have to damage the enemy down to 25hp and then it withdraws; this would allow it to survive more often.
 
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