Emerentius
Warlord
- Joined
- Jun 12, 2005
- Messages
- 148
Hi, I understand that there is no solution to the inability of the ai to use artillery effective.
But I was thinking, can we work around that problem?
The scale of the map with civ3, a movement of 1 or 2 etc, it is un-realistic to have a ranged attack of 1 or 2.
What if we use the same (I agree lame) solution civ4 uses. A ranged animation but a real attack with losses and retreat possibilities on the side of the attacking ranged unit?
Would the ai build them? Can we have catapult attack animations with a high retreat change? So the attack is the same as any inf. attack but looks and feels different and with a high survivor change for the attacker but a low kill-rate?
I changed the settings within one of my favourite mods MEM, using the bombard factor as attack, a range of 0 and artillery and bombard still flagged, but I haven't seen ai catapult attacks yet.
Did anyone else try this idea in a scenario and with what result?
Thanks.
But I was thinking, can we work around that problem?
The scale of the map with civ3, a movement of 1 or 2 etc, it is un-realistic to have a ranged attack of 1 or 2.
What if we use the same (I agree lame) solution civ4 uses. A ranged animation but a real attack with losses and retreat possibilities on the side of the attacking ranged unit?
Would the ai build them? Can we have catapult attack animations with a high retreat change? So the attack is the same as any inf. attack but looks and feels different and with a high survivor change for the attacker but a low kill-rate?
I changed the settings within one of my favourite mods MEM, using the bombard factor as attack, a range of 0 and artillery and bombard still flagged, but I haven't seen ai catapult attacks yet.
Did anyone else try this idea in a scenario and with what result?
Thanks.
