Mounted units should get a new promotion:
Flanking III
50% chance to attack Siege units first.
Ohh, I like this! Is it too strong though?
Breunor
Mounted units should get a new promotion:
Flanking III
50% chance to attack Siege units first.
I allways wondered why seige units (from a gameplay perspective rather than a realistic perspective - the seige units being the anti stack unit) don't have increased collateral damage for bigger stacks. So, if the enemy stack is 5 units, then the cat (and other seige) do normal collateral damage. But if the enemy stack is bigger, then the collateral damage that is inflicted is increased more so that the more units in the other stack, the more collateral damage each seige unit does. Currently there is no way of stopping a huuuuggggeeee stack except with another huuuuuggggeeee stack which kinda screws up this rock-paper-scissors system imo. The bigger the opposing stack, the more lethal your seige units become. Sounds cool to me and would solve this problem.
Ohh, I like this! Is it too strong though?
Breunor
Seriously, if you had a field gun, you should be able ot defend against a tank. You set the field guns up in defensive positions (remember, each turn is a set period of years, so the defenders have time) and when the tank army moves in, the artillery fires and destroys a few waves. Have then in rows and you'd stop a tank rush.
Why should Mounted Units destroy siege weapons? (except Machine guns) They're perfectly capable of getting off thier mounts and taking over the thing (remember, the Cavalry must have some kind of supply wagon following them!)
Artillery weapons (Cannons to Artillery) are perfectly capable of defending themselves. The support troops would also fight back (the guys pushing the cannon might have swords or pistols) (The guys pushing the artillery probably have a gun or grenades).
Catapulta and Trebutchets are another story, they should be able to defend, but poorly, but none of this capturing crap please (unless they're heavily dsmaged to start with) Catapults also probably have a supply wagon with them, and cooks and a few support troops. Can't they pull out swords or spears and at least TRY to defend itself?
I think cats are just fine, they need to be powerful to counter the riddicoulsly high defence bonuses of archers and longbows.
Needing time to prepare or not could be thought of as the difference between whether you are the attacker or the defender.
Not to mention that the whole "stacks" concept makes the game semi-obnoxious.
If I were the Civ coders I would simply make it so that catapults were limited to 2 per stack. Not only that, I would probably stick some penalties in there for armies with 5+, 10+, and 15+ units in a stack, since armies that large would have a lot of trouble communicating and coordinating. Not to mention that the whole "stacks" concept makes the game semi-obnoxious.
Also artillary can defend itself pretty well. Just look at the charge of the light brigade. Cavalry vs cannon. The game is pretty fine as it is, weakening arty would make it pointless.
Thanks. If you could keep your references to history to yourself, that'd be great. Because I'm sure if you and a handful of others had your way, Civ IV would be one big history book. Wonders would be long, boring lectures on the relative factual accuracy of pop culture references. Upgrades would probably be little history "factoids" that could double as sleep aids. You'd take out the instruction booklet and just leave a voucher for a ****** college known history book.Since you don't want any references to history, I won't bother trying to inform you of historical "stacks."
What's hilarious is that you refer to it as my "MP problem", when I never once stated that I play multiplayer. This "MP problem" that you are referencing belongs to others, not me. So if you could redirect your smartassed snide comments towards them, that would be dandy. As for my suggested change, your comments are worthless, so I won't bother to reply.Quagga said:Curing your MP problem is as simple as agreeing to play with no more than two siege units per stack and no more than, say, 10 units per stack. Problem solved. No game rework necessary. Go in peace.
Civ IV - Warlords isn't a simulation, so if you want to spend hours bickering over stupid nuances like that go find a different game. The fact of the matter is that they're too strong--annoyingly so. In multiplayer, it's being abused.