Retreating Mobile Artillery

Bushface

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Nov 28, 2005
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I have tried to bring three Mobile Artillery units into action, attacking Toku's cities full of outdated units, with the following results :-
M.A.#1 showed 98% RETREAT chance. Made 3 hits at 26HP, did some collateral, took 2 hits at 14HP, and withdrew.
M.A.#2: 99% retreat chance, made 2 hits at 26HP, did some collateral, took no hits, and withdrew.
M.A.#3: >99.9% retreat chance, withdrew without a hit by either side.
This ought surely to be impossible.
 
Siege Weapons can no longer kill when attacking - so they have a 0 chance of winning on attack and will retreat once they have inflicted the max damage they are allowed to inflict (which is low for cats and gets higher for more modern sieges).
 
The reputed maximum damage is 85%, I believe, so the artillery should not withdraw until the enemy unit is down to 15HP. This was not the case in any of the three fights mentioned, most notably in the third wherein the defending unit was an undamaged Archer who remained undamaged. And surely if the defender is already down to the 15% mark the attack should be impossible, as it is if attempting to hit a unit with 50HP or less with an Air Strike.
 
The reputed maximum damage is 85%, I believe, so the artillery should not withdraw until the enemy unit is down to 15HP. This was not the case in any of the three fights mentioned, most notably in the third wherein the defending unit was an undamaged Archer who remained undamaged. And surely if the defender is already down to the 15% mark the attack should be impossible, as it is if attempting to hit a unit with 50HP or less with an Air Strike.
Do you have a save?
 
Simple
3 hits for 26 hp.... the 4th hit would kill the unit (104 hp) so the MA withdrew instead of inflicting damage

The same thing happened for the others, because the units were already below max health due to the collateral damage

for the third unit... an MA v. an Archer possibly would do more than 100 hp in a single shot (or else the Archer was already weakened by collateral damage)
 
These new 85% damage cap artillery rules seem very "gamey" to me. If a real-life military unit (especially an "obsolete" one) is down to 15% strength, two mobile artillery units should annihilate them. As you might guess, I'm not a big fan of the 50% limit on airstrike damage either.

I'm about to finish my first BtS game after playing vanilla Civ4 since it came out, and I learned that the "guided missile" unit can't be used on anything except cities. And, you have to load it onto your "guided missile cruiser" while the cruiser is docked in a city, apparently. One of my "guided missile cruisers" just got blasted by an enemy "airship" -- yeah, right.

Things I would like to see changed:

- Still be able to build monasteries anytime; just have Scientific Method obsolete their 10% science.

- Remove the airstrike 50% cap.

- Remove the artillery 85% cap.

- Remove the 1/2 strength air attack vs ship.

- Remove the 2 green faces for cities receiving power from 3GD.

- [no personal experience, but read the thread about 100/per city colony maintenance expenses] - fix that

- have subs/stealth destroyers not be moved if an enemy enters their square. Have the sub/s.d. get a free first strike against the attacker, then do a normal combat. Friendly/neutral civs wouldn't notice the sub/s.d. when moving into the square.

- Remove the 4-aircraft limit per city. If this is in place, why not 4 ships docked in a city as another limit ?

- Give guided missile cruiser 100% aircraft intercept.

- Have guided missile cruiser be able to rebase guided missiles while at sea.

- Have guided missile be able to attack a stack of units, not just cities.

- If you take over an enemy worker, you capture it. If the computer player then re-captures the enemy worker, it disappears. What gives?

- Remove the 2-national wonder limit for cities.

Is there a mod that does any of these things?

Thanks,

Jeff
 
I don't believe there is a mod that does exactly those things, but since all (most?) of what you want just involves changing a few xml values you could probably do most yourself or ask in the Creation & Customization subforum if someone is doing a mod that comes close to what you wish.
 
- Have guided missile be able to attack a stack of units, not just cities.

I'm not sure where you got this idea from. Guided Missles already can attack any military land or sea unit, whether in a city or not.
 
I'm not sure where you got this idea from. Guided Missles already can attack any military land or sea unit, whether in a city or not.

I tried to attack a destroyer with a guided missile from one of my guided missile cruisers, and it wouldn't give me the odds indicators. It would just display the red halo above the destroyer, the kind you get when you have a unit that's attacked already this turn and you try to attack another unit with it. That wasn't the case for the guided missile, as it hadn't attacked anything that turn.

I'll try it again and see what happens, and post a screenshot/save game if I can't do it. I just figured that was some kind of restriction.

Thanks,

Jeff
 
I tried to attack a destroyer with a guided missile from one of my guided missile cruisers, and it wouldn't give me the odds indicators. It would just display the red halo above the destroyer, the kind you get when you have a unit that's attacked already this turn and you try to attack another unit with it. That wasn't the case for the guided missile, as it hadn't attacked anything that turn.

I'll try it again and see what happens, and post a screenshot/save game if I can't do it. I just figured that was some kind of restriction.

Thanks,

Jeff

Theres two modes, air strike and air bomb, are you sure you aren't trying to air bomb with the missile?
 
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