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Thread: FOTS needs naval interception during AI Turns and sea transport capped

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  1. #1

    Default FOTS needs naval interception during AI Turns and sea transport capped

    I think it's really silly that player fleets won't intercept AI ships bombarding improvements or landing armies when they have movement points left over. I've seen the AI land a whole stack with a gunboat or two next to one of my huge fleets within it's combat radius. Armies will automatically defend another unit or city if it's within their radius. The same rule should apply for fleets then. Right now the only way to definitively stop AI raiding is to leave ships in several places and block direct access. A more sensible approach would be a patrol/defend function. The micromanagement from this flaw is absolutely maddening. They need to tone down the damage from bombardment as well.

    Sea transport has never been capped in total war games but it should be. After all, a couple of rowboats is hardly sufficient to move a large army and heavy artillery. I suppose sea battery's could solve this issue(Not sure because I haven't constructed them).The AI really shouldn't be able to bombard ports or land armies when it's directly adjacent to a hostile fleet though. I wonder if this could be addressed in a mod.

    Is anyone else frustrated by this?

    Oh, and by the way has anyone played a coastal land battle and actually seen the ships on the battle map during sea bombardment? Rome had ships in the distance during coastal land battles when player or AI ships were adjacent on the campaign map. I expected this feature to be in FOTS and I don't think it is. I find the sea bombardment during land battles lame for this reason. Seems disconnected and small fleets do way too much damage.

  2. #2

    Default Re: FOTS needs naval interception during AI Turns and sea transport capped

    Quote Originally Posted by Belisarius1 View Post
    I think it's really silly that player fleets won't intercept AI ships bombarding improvements or landing armies when they have movement points left over. I've seen the AI land a whole stack with a gunboat or two next to one of my huge fleets within it's combat radius. Armies will automatically defend another unit or city if it's within their radius. The same rule should apply for fleets then. Right now the only way to definitively stop AI raiding is to leave ships in several places and block direct access. A more sensible approach would be a patrol/defend function. The micromanagement from this flaw is absolutely maddening. They need to tone down the damage from bombardment as well.

    Sea transport has never been capped in total war games but it should be. After all, a couple of rowboats is hardly sufficient to move a large army and heavy artillery. I suppose sea battery's could solve this issue(Not sure because I haven't constructed them).The AI really shouldn't be able to bombard ports or land armies when it's directly adjacent to a hostile fleet though. I wonder if this could be addressed in a mod.

    Is anyone else frustrated by this?

    Oh, and by the way has anyone played a coastal land battle and actually seen the ships on the battle map during sea bombardment? Rome had ships in the distance during coastal land battles when player or AI ships were adjacent on the campaign map. I expected this feature to be in FOTS and I don't think it is. I find the sea bombardment during land battles lame for this reason. Seems disconnected and small fleets do way too much damage.

    I agree that it appears that enemy naval units appear to be able to ignore or be ignored by the intercept radius of the player's naval forces, and it can be quite frustrating. This may simply be by design to give the player a challenge since realm divide is not nearly as debilitating as it is in Shogun 2

    However, to your second question--on several occasions when I had my supporting fleet very close to the coast on the strat map, the exact same ships that made up that naval force physically appeared off the coast in the battle map. In each case it was only a corvette and a gunboat, but when I called in a naval bombardment, I could see flashes from their guns.

    On at least one other similar occasion I did not see any ships, but in that case I had only moved the ships to within minimum bombardment range on the strat map. Consequently this leads me to think it is a function of how close you move your ships to the coast prior to going to the battle map.

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  3. #3

    Default Re: FOTS needs naval interception during AI Turns and sea transport capped

    The intercept radius should be increased, it is quite small. It's the same as for land armies but the sea is simply a bigger place. There were a few mods which did this for S2, I know Darthmod did so. I dont know if there are standalone mods.

    A patrol or defend function would be redundant. After all, that's pretty much what the intercept radius is.
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  4. #4
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    Default Re: FOTS needs naval interception during AI Turns and sea transport capped

    There is also this: http://www.twcenter.net/forums/showt...7#post11300767

    Not exactly what you want, but it could help in the meantime.
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