Thread Tools
Old December 19, 2002, 10:45   #31
Gyromancer
Civilization III MultiplayerCivilization III PBEM
Prince
 
Gyromancer's Avatar
 
Local Time: 05:37
Local Date: November 1, 2010
Join Date: Dec 1969
Location: North Carolina, USA
Posts: 447
Quote:
Originally posted by meriadoc
I'm not sure what "ctrl-u" was supposed to do, but it didn't do anything when I tried it. I tried it as a stack-bombard function using a stack of artillery and as a "do your automatic stuff" function at the beginning of a turn. Thank you, though, for the thought.
Hmmm. Sorry about the enigmatic respone. Thought it would be obvious. Did you have 1-move units set to auto bombard from the previous turn when you pressed ctrl-u? If so, they should have let fly. I have only used this in multiplayer though. I'll try it in SP when I get home tonight.....


__________________
We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable Rights, that among these are Life, Liberty and the pursuit of Happiness... T. Jefferson "The Declaration of Independence"
Gyromancer is offline  
Old December 19, 2002, 13:49   #32
IthacaMike
Chieftain
 
Local Time: 05:37
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Upstate New York
Posts: 60
Quote:
Originally posted by meriadoc
The case against auto-bombardment gets even thicker as I write this. I was playing Civ3:PTW for much of the night and discovered that, annoyingly enough, the auto-bombard feature wasn't working. I tried everything to convince the artillery to continue bombarding the next turn, but it just wouldn't do it on its own. Aargh.
If an enemy unit is next to the artillery unit the artillery unit will 'wake up' and not do the auto-bomb any longer. This means that auto-bomb will never work for catapults and cannons. Nor will it work for artillery adjacent to the city being bombarded.

BTW, auto-bomb works for aircraft too. The is a problem in that once the target is captured or destroyed the aircraft go to sleep and you have to manually go and wake them up for their next mission.

As an aside, one of the reasons I use auto-bomb is to reduce the population of the target city. If Thebes has a population 22 when I capture it it is likely to flip back to Egypt. If I bombard it down to a population of 1, it is mine forever. This is usually faster than using starvation & rushing Settlers to reduce the population.

Ithaca Mike
IthacaMike is offline  
Old December 19, 2002, 14:15   #33
FNBrown
Civilization III MultiplayerCivilization III PBEM
Prince
 
FNBrown's Avatar
 
Local Time: 02:37
Local Date: November 1, 2010
Join Date: Dec 2001
Location: of the Sierra Nevada foothills
Posts: 527
Quote:
Originally posted by IthacaMike


As an aside, one of the reasons I use auto-bomb is to reduce the population of the target city. If Thebes has a population 22 when I capture it it is likely to flip back to Egypt. If I bombard it down to a population of 1, it is mine forever. This is usually faster than using starvation & rushing Settlers to reduce the population.

Ithaca Mike
Nothing like a little strategic ethnic cleansing, eh?
FNBrown is offline  
Old December 19, 2002, 22:01   #34
Jaybe
Mac
Emperor
 
Jaybe's Avatar
 
Local Time: 03:37
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
Ctrl-u is just for MP. Doesn't work for SP.
I do not remember what ctrl-u is for, since I do SP only.
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
Jaybe is offline  
Old December 20, 2002, 14:47   #35
Gyromancer
Civilization III MultiplayerCivilization III PBEM
Prince
 
Gyromancer's Avatar
 
Local Time: 05:37
Local Date: November 1, 2010
Join Date: Dec 1969
Location: North Carolina, USA
Posts: 447
ctrl-u forces automated orders to be performed. I guess they have it in mp for those simultaneous move games, so that you can do all your automatic stuff before the other guy moves. I mostly use it for auto-bombard.

It'd be nice if they added it to SP. (I see no reason why they cannot....)
__________________
We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable Rights, that among these are Life, Liberty and the pursuit of Happiness... T. Jefferson "The Declaration of Independence"
Gyromancer is offline  
Old December 21, 2002, 12:05   #36
Willem
Emperor
 
Willem's Avatar
 
Local Time: 03:37
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
Quote:
Originally posted by IthacaMike


If an enemy unit is next to the artillery unit the artillery unit will 'wake up' and not do the auto-bomb any longer. This means that auto-bomb will never work for catapults and cannons. Nor will it work for artillery adjacent to the city being bombarded.


Ithaca Mike
It will if you deselect the preference that's wakes the unit when it's next to an enemy. Not exactly the most practical solution but it works. I really hope they fix that.
Willem is offline  
Old January 16, 2003, 00:11   #37
meriadoc
Warlord
 
meriadoc's Avatar
 
Local Time: 06:37
Local Date: November 1, 2010
Join Date: Dec 1999
Location: Troy, NY
Posts: 188
Bump
__________________
The Electronic Hobbit
meriadoc is offline  
Old January 23, 2003, 17:52   #38
olaf
Chieftain
 
Local Time: 10:37
Local Date: November 1, 2010
Join Date: Jan 2003
Posts: 43
I would definitely like a stack bombard feature, but I would also like some solution to auto bombard with one range units. For instance, units set to auto-bombard should ignore the 'wake up if next to an enemy code', while the rest of your units would still be affected by it.

olaf
olaf is offline  
Old January 31, 2003, 20:05   #39
steven8r
Prince
 
steven8r's Avatar
 
Local Time: 04:37
Local Date: November 1, 2010
Join Date: May 2002
Location: of Central Texas
Posts: 561
I can see a couple of potential problems with a 'Stack Bombard' command.

Say you have a stack of 10 artillery-type units and issue a 'Stack Bombard' command, then all 10 would fire, (so far no problem), but only so many terrain improvements can be destroyed--even with several misses. You would wind up 'wasting' bombardment.

If you are bombarding a city, how many units does it take to destroy the Barracks, weaken/kill the defenders, remove improvements, and diminish the population to a managable size? I've found that a stack of about 30 arty's will accomplish this in 1, or at the most 2, turns. Then I can take the city. You could probably use some of your units more efficiently. You could always move some to the next target.

I personally like to manually do the bombard. I guess I just like to micro-manage things, like Workers and Bombardment. It's just more vicserally satisfying to bombard manually and see the results of the shot, or more heartbreaking to have 15 misses in a row. This allows me to congratulate or berrate my units--depending upon their results. The really bad ones get left where they can be captured, and then recaptured to see if they've learned their lesson.

Ok, that last paragraph was a little derranged, but I really get into this game!
__________________
"...Every Right implies a certain Responsibility; Every Opportunity, an Obligation; Every Possession, a Duty." --J.D. Rockerfeller, Jr.
steven8r is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:37.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team