dsquared said:What is the story on returning artillery to how it operated in civ3, ranged and capturable?
dsquared said:What is the story on returning artillery to how it operated in civ3, ranged and capturable?
dsquared said:Ok, I want to throw a spreadsheet of what needs doing and whos done what together so when people sign in can they list what theyve done and what they are working on so I can add it in
So what do we need:
Three categories, Art, XML, Python post what you think needs doing or has been done for instance: Art:Resources 23% (6/26) by Dsquared you can estimate the % complete, 15,25,50,75,90 etc
dsquared said:Ok, I want to throw a spreadsheet of what needs doing and whos done what together so when people sign in can they list what theyve done and what they are working on so I can add it in
So what do we need:
Three categories, Art, XML, Python post what you think needs doing or has been done for instance: Art:Resources 23% (6/26) by Dsquared you can estimate the % complete, 15,25,50,75,90 etc
dsquared said:OK, AI wont use artillery as it uses air units to bombard?
IMO, civ4 went backwards with artillery, guns are always captured in war and never actually ENTER combat oh well are you sure we cant get the AI to use like a bomber?
woodelf said:I've always thought Fighters were stupid personally. I like Bombers, but the AI seems ambivalent. I think they do use the current bombardment system, but it would be hard, like Belizan said, to teach them to use Civ3 artillery.
Kael in his FfH mod sort of put in Civ3 artillery by having magic users create a Fireball that basically blows itself up at the city, doing collateral damage after it targets one defender. The AI seems to use this.
dsquared said:jsut had an idea: artillery unit is a carrier, it carries a unit called Shells or whatever ammo it uses, the unit dies after being 'fired' and it regenerates shells at a certain rate, what do you think of this? that way you can store up bombardment and attack all at once, then not be able to for a round or so