Catapults failing me
1BC Civ Forums
1BC Civ Forums
Home       Members    FAQ   Links
Welcome Guest ( Login | Register )
        



Catapults failing me Expand / Collapse
Author
Message
2/28/2006 11:48 AM
Settler

SettlerSettlerSettlerSettlerSettlerSettlerSettlerSettler

Last Seen:
6/8/2006 8:04 AM


Posts: 7
Visits: 1,109

Ok, I'm fairly new to this who civ 3 thing. I played through once without making any major military actions and used culture to win the game. This time around I have decided to capture a few cities and make the game more interesting. I've read over these boards many times and have come to the understanding that you basically need an overwhelming amount of force to take a city. Also, I have learned that using the bombard feature of catapults is an effective way to cause damage to a stack of units in a city, and in effect make the city that much easier to claim.

So I was the babylonians going after a french city. we had been friends for many years but I realized that their one city was uber productive and wanted it for myself (greedy devil i am). So as was suggested on this board I built a good size army. I had 13 catapults, about 22 swordmen, 5 muskets, 2 knights, and a few warriors left over from the ancient times. The city I was attacking was a size 12, so I knew that it would be a difficult city to capture due to defensive bonus. Before I declared war i was able to do an espionage mission and find out that they had 4 musketmen (or units that looked like musketmen), a pikeman, and a spearman in the city as defense, as well as city walls. I still thought it was a good chance b/c they had only 6 defenders vs my army of about 30 plus my catapults, a 5:1 ratio.

So i went about launching my catapults, miss, miss, miss etc. Out of 13 launches only two didn't give the message back that it had failed. I knew I could not attact that turn so I waited till the next. I had the city surrounded so no new soldiers could be sent in. the next turn i tried to bombard again and once again only about 3 of 13 shots hit their mark. i was again frustrated and decided that next turn no matter what I would attack full force. next turn I sent my catapults into action again and only hit twice, killing one "population point" (making the city 11 in size) and taking out some city improvement. So I then sent my group of attackers into the city, only to get torn up by their musketmen. I lost my entire , except for the two knights, and was only able to take out two of their "musketmen". To add insult to injury they then captured my catapults on the next turn.

What did I do wrong? Where did I make a wrong turn? Why the heck did only a few of my catapults hit their mark? Any answers?
2/28/2006 1:57 PM


Wibble!

Wibble!

Last Seen:
Today @ 8:04 PM


Posts: 5,452
Visits: 2,932

Answer - catapults are rubbish Trebuchets are not much better. Cannons are OK and Artillary is good
2/28/2006 3:47 PM


Civ addict

Civ addict

Last Seen:
2/6/2009 8:25 PM


Posts: 635
Visits: 1,786

Right, to expand on that...

Catupults never did much for me.  The beauty of artillery units are that they allow you to attack units coming into your territory either in a stack or the lone riflement they send along your mountains to pillage your resources.  They also work well to damage the naval units forcing them to return to base.  They are really a defensive unit for the most part, even with artillery.  if they send a stack after your city, you can bombard them on your turn and then every unit that attacks your city will also get bombarded before attacking. 

I think in civ 3, youre better off having 12 knights than 8 knights and 6 catapults when taking cities.  they just dont cause enough damage and they are slow to keep up with the stack.

7/1/2006 9:42 PM
Leader

LeaderLeaderLeaderLeaderLeaderLeaderLeaderLeader

Last Seen:
3/15/2010 4:42 PM


Posts: 758
Visits: 940

One of the few benefits of CIV IV is that you can stack units.  In CIV III your troops attack one on one.  This means with the defense advantage that you usually lose 80% of the battles- which give the opposition added expertise points.  You can start fighting a regular musketman and after three losses you are looking at an elite- maybe even one with a great leader.  I think a CIV III mod to allow stacking to say four or five units would be a major improvement.

One possiblility in a siege is to occupy all the productive tiles, erode the city strength down and hope the AI attacks you- but it is tough capturing a big city; note that even in WW II only Manila, Stalingrad and Berlin were major battlegrounds and the costs for the attackers was terrible.  Any ideas on the Grand Tactical approach to capturing a big city?

7/30/2006 9:04 PM


Educated Illiterate

Educated IlliterateEducated IlliterateEducated IlliterateEducated IlliterateEducated IlliterateEducated IlliterateEducated IlliterateEducated Illiterate

Last Seen:
2/11/2008 7:00 AM


Posts: 417
Visits: 566

Well ya see this is coming from a war monger.  now the way i would go about capturing that city in ur situation granted i can only use the information provided is:

1). Catapults arent much good unless you hv 8 of them finring at the same target.  Now i would take those catapults and blow the heck of the city for 5 turns, hving the musket men fortify them so they dont get captured.

2).  After the fifth turn of bombardment i would send in the swordsmen, so that i didnt waste warriors gving making there units elites.  Now the 22 swordsmen would take care of about half of the musket men or they should.

3). send in Knights, a pretty reliable unit for its time, i would attack what was left of the musket men with them.  Then if there was any left that would be when i would send in the warriors.

4). by this point you should hv welly captured the city.  If not, well im not perfect and there is always next time.

P.S. I would also send the units that lived after their attack out of the territory to heal and then sned them back in again. as the saying goes "live to fight another day"

7/31/2006 7:51 AM


huff huff

huff huffhuff huffhuff huffhuff huffhuff huffhuff huffhuff huffhuff huff

Last Seen:
Today @ 9:52 AM


Posts: 1,813
Visits: 4,869

Hehehehe...  Catapults, warriors, and spearmen can beat anything in the game if you have enough of them.  Not really a fun game, but possible.  There was a game before conquests was out where somebody took PTW and modded the map to worse than Sid rules, and basically was so out classed that Catapults / spearmen were his only military...  he hit the city limit, and the unit limit, and IIRC managed to win the game. 

2 for 13 is about right for catapults depending on what you are targeting...  remember your building them to upgrade them, and only in your spare time.  The whole upgrade chain is cheaper than building the next level IIRC...  Stacks of Doom (several offensive fast units, several offensive slow units, many defenders, and artiliery...) are the only way to play Civ3 high level wars... 

12/11/2006 10:32 AM


Conscript

ConscriptConscriptConscriptConscriptConscriptConscriptConscriptConscript

Last Seen:
5/15/2008 11:05 AM


Posts: 16
Visits: 50

I found out that when I wanted to attack with the catapults I had, I got a message every time : "non-combat units cannot attack a city"

So what the hell does that mean ?! A catapult is actually a non-combat unit ?????

Ovilir

12/11/2006 12:12 PM


sweetP

sweetP

Last Seen:
5/10/2009 7:42 PM


Posts: 4,829
Visits: 8,484

Correct: catapults are not combat units...

Catapults are bombardment units. When was the last time you saw a group of catapults charge a line of infantry? 

Catapults are good only for bombarding.  Move next to the tile you want to bombard, and press the B key.  Then click on the tile you want bombarded. Note that there is a good chance that the bombardment will fail to have any effect whatsoever - therefore, to be effective, you need lots of bombardment units, so that you have enough to inflict lots of damage even if many of them miss. 

12/11/2006 10:05 PM
Banned

BannedBannedBannedBannedBannedBannedBannedBanned

Last Seen:
3/10/2010 4:40 PM


Posts: 3,372
Visits: 6,123

Orrrr...., go into the editors and boost the attack strength and bombard strength to suit your needs.  I prefer Artillery for punishing tresspassing enemy units.  I'll even pummel incursing n0n-enemy units for continual tresspass.  Sure it means war, but I say "loose the dogs and cry havok!".

I enjoy creating my own Mods when I finally grow weary of dealing with AI cheating.  Like suddenly turning out droves of offensive units with 0 gold in their accounts, and no seeming penalty for doing so.  Either that or my spies are worthless.

If you feel like starting your own Mods, when editing the rules, becareful not to change the unit name files and resort to the help button, (lower right of rules editing screen).  Another cool effect with Catapults is allowing lethal land and sea bombardment.  Changing the rules in your favor isn't cheating.  I find I'm able to create a little more realism as far as one unit against another.  Why a Catapult isn't able to flatten a warrior is beyond me.  Oh, believe you can also change a Catapult to inflict collateral damage and craters if you so choose.

The simple fact that you can Mod a game to your choosing is one of Civilizations greatest strengths, and seemingly the least used.  Changing things can be intimidating.  But there's lots of help and expieriance on these Forums. 

8/23/2007 1:35 PM


Better Than You

Better Than YouBetter Than YouBetter Than YouBetter Than YouBetter Than YouBetter Than YouBetter Than YouBetter Than You

Last Seen:
7/26/2008 7:17 PM


Posts: 104
Visits: 136

http://www.1bcciv.com/Topic2241713-16-1.aspx

putting use to decent artillery
« Prev Topic | Next Topic »


Reading This Topic Expand / Collapse
Active Users: 0 (0 guests, 0 members, 0 anonymous members)
No members currently viewing this topic.
Forum Moderators: Admin, Sean, Zone, Winner, maniacalmonkey, Comedy Dave, cleopatra143, RabiAkiva, mongoose201

Permissions Expand / Collapse

All times are GMT -5:00, Time now is 10:48pm


Execution: 0.109. 11 queries. Compression Disabled.
© 2005 Take-Two Interactive Software and its subsidiaries. All rights reserved. Sid Meier's Civilization IV, Civ, Civilization, 2K Games, the 2K Games logo, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. Developed by Firaxis Games. Firaxis Games and the Firaxis Games logo are a registered trademark of Firaxis Games, Inc.

web stats