wieder wrote:Catapult and cannon have 3 moves, artillery 4 and howitzer 6. Would you change those to 1 for catapult and 2 for cannon? That sounds like slow since the attacker can't use the enemy roads because of the restrictinfra.
Please post here comments about how the archers work in LT44. We can then make decisions about what to do with the siege units.
Indeed, my proposal of movement restriction was too harsh, catapult can be chased on my own roads by any hostile unit. 2, 3 and 5 np are better ones.
Another issue is, that whole bombardment functionality is very interesting, but useless with current settings, due to game mechanics.
Classic duel contain many attack unless one unit is annihilated.
Bombardment is "hit and run" (or rather hit and stay) method, no risk of death of attacker, but very low gain of hostile HP loss is questionable trade-off, especially if combined with impossibility of claiming cities.
I tested archer with LT44 settings: A 2, FP 1, BR (bombard_rate) 2, and catapult with A 5, FP 1, BR 1.
While archers have chance to drain 1..2 HP from weak unit and 0..1 HP from strong unit, and usually nothing from strong fortified unit,
catapult would draw 1 HP from weak unit and have little chance to gain 1 HP from strong unit.
For example, I attacked city defended by two phalanx, and 5 shots from 5 catapults give almost nothing. The worst is, that "what doesn't kill you makes you stronger" - aren't attacked units hardened?
EDIT: in current version, neither bombarder or bombarding victim gain any veteran points.
In case of classic duel, most of these catapults would be lost but defenders will be killed or very wounded.
EDIT: I made a test, 4 catapults, 3 elephants and chariot against 2 pikemen in walled city.
Standard rules: 3 catapults kaput, one wounded but survived, one pikemen left, finished by elephant and chariot, chariot claimed city.
Bombardment rules: negligible result of bombardment, all elephants and chariot killed when attacked, catapults captured by enemy.
Conclusion: I will experiment with increased FP and BR for catapult, to make it more usable. Probably IgWall flag should also be used.
Both catapult, cannons and howitzer are using plunging fire. IgWall bonus is justified due to fact, that bombarding unit can make only one attack per round
(and sub-attacks are limited to the bombardment rate count).