Guerra
Warlord
I wish forts would protect against collateral damage.
Guerra said:I wish forts would protect against collateral damage.
JerichoHill said:If you are encountering trouble warring, it is in your approach.
Civ4 combat is designed so that you will lose units. Would you rather lose cheap suicide collateral damage units or hardened troops?
Step 1: Bombard down to 0% cultural defense.
Step 2: Pillage key unit making resources
Step 3: Combined arms
Send in the suicide cat's first.
Then your shock troops
Mopup. Promote and move on.
Keep one or two explorer medics in your stack to heal them.
Above strategy works well into Emporer games...
Lord Sankra said:How would one go about balancing that, seeing as one of the game's design goals was the elimination of the Stack of Doom...
Solo4114 said:But as to the "it's unfun when the civs at a technological disadvantage get wiped out", I disagree. That's how things went in our planet's history.
Solo4114 said:I dunno. If by stack o' doom you mean armies of units, I'd say the solution is another army. Make it so the AI actually builds and uses armies, and you're off to the races. If you mean units that are really well defended, well, don't we already kind of have that issue in cities? Maybe I'm not getting your terminology here.
Hear that devos?? Make it so . . .Solo4114 said:Make it so the AI . . . .
Suicide catapults I can maybe bite (let's say that these things are for "one use only", and they cant be transfered); suicide cannons and artillery now, that are destroyed after they cause collateral damage? Why is it so difficult to admit that the whole collateral units issue is (at best) extremely unrealistic? As for gameplay, they probably did it because they couldn't make AI handle well the artilleries (see CIV 3 for details) - but is that enough excuse to deify such a handling?ArmoredCavalry said:and collateral damage is GREAT in catapults. They arn't called suicide catipults without good reason. the main point for them to die, but cause COLLATERAL DAMAGE to the enemy forces. then just steamroll into your new city/pile of rubble.
ArmoredCavalry said:The designers HAVE to keep these odds in. how would you feel on the higher levels if you had those modern armor crush you're pathetic infantry?
jeremiahrounds said:I think a little bit of this is perspective.
What i mean is if two major armies clash. Both armies are mostly destroyed. You loose a major city usually you count that as loss.
So if things are balanced in perspective you would expect that to be a victory in reverse? But its not.
You send your major army over to the enemy. Two armies clash. Your army is destroyed. And one city of the AI is destroyed. If your like me thats a loss!
So the interesting thing is if the same thing happens to you the AI won. If you do it though... the AI won.
The reason is unless you got a ton of cities your aversion to loosing cities is much greater then your thrill in destroying a city. So no matter what they do with the mix they are going to run into a little of this. If they make it easier on the offensive player then youll still feel like its easier for the AI to take your cities then it is for you to take them because winning 1 isnt as valuable as loosing one is damaging. If they make it harder to take cities its still the same too!
So anyway thats my 2 cents.