So, "do nothing" option chosen? Fantastic. CoM will forever be known as that game where you run away from cities to defend them. Great!
Well at least you got the initials right: CHEATER of magic it is.
(February 5th, 2018, 23:21)muxecoid Wrote: I guess city combat against rival AI is fine like it is now.
It's a abusable and therefore abused AI weakness, check the videos around, but we're mainly talking city combat against the human. It's similar to unicorns in that the human abuses this (to keep a city with a horse running away) more than the AI with unicorns (to keep their treasure).
(February 5th, 2018, 18:20)Seravy Wrote: Quote:Only flyers at turn 25 - non committal just in the sense of being still there doing nothing.
That's the problem - define "doing nothing". The attacker's units that try to conquer the city are also doing nothing and might be flying. Doesn't matter though, we are not doing this one anyway.
Again: flying units don't count. It's super simple. Ignore non committal, that was for fluff.
At turn 25*, On each turn, any non flying, non invisible unit inside the city adds 1 to a counter. At the end, the side with the highest counter if turn 25* is reached without combat ending keeps the city - if it is the attacker then the normal capture procedure is taken and the defender
- is forced to retreat as if it clicked flee
- is allowed to retreat as if it was the attacker and the limit was reached
Already answered non issues:
- A combat that has gone all the way to turn 25 has given more than enough time to each army to deliver damage, even the dragon turtles example doesn't even take 10 turns.
- defenders leaving: doesn't happen because of the turn 10 rule
-
entering at the last moment: doesn't happen because of the AI protecting the gate. Counting each turn fixes this perfectly, also for un-walled cities. Also:
*Another option that might be better: if there are still land units of both sides inside the city at that point, continue the combat for 1 turn longer and repeat. The idea of the 25 turns vs 50 is to avoid clicking done, not to avoid combat, if I recall it right. Anyway, with the continuous count rather than turn 25 count this is unnecessary.
Quote:So you are fine with Magic Vortex destroying up to 100% as well? Losing up to 100% when you conquer the city but have to step on the tiles for a prolonged amount of time because the units just take that long to fight? (think 5 dragon turtles vs 5 other dragon turtles)
No I'm not fine with it, but I'm even less fine with everybody and their retarded little brother abusing this stupid trick to beat a game that is supposed to be difficult. So let's do capturing instead, that's better for me.
Quote:Abusing this to destroy 100% in the enemy city by moving your flying units into some empty city tiles?
Less abuse than what happens now, it just increases the amount of damage done raping and pillaging, pretty ok with that. Again: I prefer capturing anyway.
Quote:This would affect a lot more than just hiding in corners, while the effects on that seem marginal. I'm not convinced this is worth taking that risk.
Let's try and see.
Quote:Meanwhile I confirmed the outpost destruction bug is real.
Happy to help.
Quote:somehow check for it and trigger a banishment (how?there is no wizard who's attacking! )
Best option. How: there's always an action that triggered it, and therefore a causing wizard, unless it's neutrals or random events - but neutrals can banish too in normal conditions right? It should work.