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  1. #1

    Icon4 siege artillery & unit scale

    it is a something i realized in the last few days, the unit scale doesn't match with the siege artillery for example,
    u have archers unit, u ordered them to fire, and they launched a volley of arrows, the arrows hit the enemy unit and caused 20% damage, that was in normal unit scale,
    u went to options/game settings and changed the unit scale to huge (maximum) unit scale, u played another game with the same archers unit, and u ordered them to launch another volley of arrows, the arrows hit the target and caused 20% to the enemy unit too, thats because they calculated it and arranged it that unit's men increase, then the number of arrows increased, and the enemy units increased, so it is like the same u play small,normal,large or huge scale unit

    -->u went back to the menu, returned the option to normal, and played custom battle with cannons (siege artillery)
    u ordered ur men to fire, they have two cannons with two balls, they fired and both of them hit the target and caused about 50% damage to an enemy unit, u went to options and made the scale to huge, and played again.
    u will find that ur soldiers,engineers or whatever men that have the cannons are increased, but the cannons are the same, "two cannons" with the same two balls, they do the same damage to the enemy unit and it caused about 15% damage !!!
    thats because ur cannons didn't increase, ur damage didn't increase, ur enemy increased !!

    ----> unit scale is an option, it is just for entertainment that instead u have 1000 soldiers u have 3000 and big army and bla bla bla...... etc, it shouldn't affect the gameplay, u know what i mean?!
    they should increase one cannon with the unit scale, like small scale has one cannon, normal : 2 cannons, large: 3 cannons and huge : 4 cannons
    it would be good.

    if this could be solved by modding that moders can deal with it, then they should, but if it can't be done with mods, then if someone here can contact CA, then he should tell them about that so they can improve things in the next game "empires" that cannons will have great importance in its era.

    thanks for reading all of that.
    Last edited by HunterKiller; April 14, 2008 at 05:57 PM.


  2. #2

    Default Re: siege artillery & unit scale

    Quote Originally Posted by HunterKiller View Post
    it is a something i realized in the last few days, the unit scale doesn't match with the siege artillery for example,
    u have archers unit, u ordered them to fire, and they launched a volley of arrows, the arrows hit the enemy unit and caused 20% damage, that was in normal unit scale,
    u went to options/game settings and changed the unit scale to huge (maximum) unit scale, u played another game with the same archers unit, and u ordered them to launch another volley of arrows, the arrows hit the target and caused 20% to the enemy unit too, thats because they calculated it and arranged it that unit's men increase, then the number of arrows increased, and the enemy units increased, so it is like the same u play small,normal,large or huge scale unit

    -->u went back to the menu, returned the option to normal, and played custom battle with cannons (siege artillery)
    u ordered ur men to fire, they have two cannons with two balls, they fired and both of them hit the target and caused about 50% damage to an enemy unit, u went to options and made the scale to huge, and played again.
    u will find that ur soldiers,engineers or whatever men that have the cannons are increased, but the cannons are the same, "two cannons" with the same two balls, they do the same damage to the enemy unit and it caused about 15% damage !!!
    thats because ur cannons didn't increase, ur damage didn't increase, ur enemy increased !!

    ----> unit scale is an option, it is just for entertainment that instead u have 1000 soldiers u have 3000 and big army and bla bla bla...... etc, it shouldn't affect the gameplay, u know what i mean?!
    they should increase one cannon with the unit scale, like small scale has one cannon, normal : 2 cannons, large: 3 cannons and huge : 4 cannons
    it would be good.

    if this could be solved by modding that moders can deal with it, then they should, but if it can't be done with mods, then if someone here can contact CA, then he should tell them about that so they can improve things in the next game "empires" that cannons will have great importance in its era.

    thanks for reading all of that.
    ive immensly noticed this too


    its annoying when u have 2 cannon in ur army v 500 men, but wen u pump up the unit scale its still 2 cannons in ur army v like 1500 more men.

    But i think it has something to do with siege equipment. You see i think the game recognizes siege weapons the same as they do sege equipment (both can be dropped, piked up again, etc)

    But thats just me
    Macbook Pro

  3. #3

    Default Re: siege artillery & unit scale

    Another way to look at Is that cannons can be fairly inaccurate:

    Bigger Enemy Unit = Higher chance of hitting the enemy unit, since its bigger.

    More enemies in the unit = More enemies to kill, IE:to hit.

    Cannons don't have 100% chance to hit enemy, larger unit would make it easier to hit. ^^ But yes, more cannons would make sense, adding to the number of men controlling the cannons makes limited to no sense seeing as they flee when assaulted, lol
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  4. #4
    Trajan's Avatar Capodecina
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    Default Re: siege artillery & unit scale

    Moved to the Mod Workshop.

    You can easily mod the number of artillery pieces per unit. Here's the guide.

  5. #5

    Default Re: siege artillery & unit scale

    Quote Originally Posted by Trajan View Post
    Moved to the Mod Workshop.

    You can easily mod the number of artillery pieces per unit. Here's the guide.
    That's true, but you can't make the number per unit scale with army sizes.

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