Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
City walls

kyrub Wrote:A small summary of realistic corrections (so far)

Sounds good.
I'd be willing to help to accomplish this however I can.
--I like ILSe

I'm a little concerned about shot conservation. Unless coded really well, there's a big risk of this conservation being more prone to abuse than the current liberal application of arrows. Imagine being able to stay out of range of the enemy and firing on them repeatedly without any counterfire. Is this intended for Catnip specifically or Insecticide in general? IMO it's really difficult to define in general terms when shot conservation is a good idea and when it's not.

Catwalk Wrote:I'm a little concerned about shot conservation. Unless coded really well, there's a big risk of this conservation being more prone to abuse than the current liberal application of arrows. Imagine being able to stay out of range of the enemy and firing on them repeatedly without any counterfire. Is this intended for Catnip specifically or Insecticide in general? IMO it's really difficult to define in general terms when shot conservation is a good idea and when it's not.

What about 99 shots for AI defenders on Impossible?
In a castle you would have heaps and heaps of weapons - you don't have to carry it with you as an attacker would.

That way the AI does not have to conserve shots.
It's difficult enough for the AI as it is. Why create complex pieces of code that will be exploited somehow anyway?
Human players are still challenged to use their ammo well.
And beginning players can still play against reasonable odds.

I'd think this is something for a mod, but it would be nice if Insecticide made it possible to do the mod (make it a number in code that by default behaves like vanilla).
--I like ILSe

I think it's problematic both thematically and from a gameplay perspective to have unlimited ammo in city walls. It boosts low ammo units far more than high ammo units, which is not intended. How about giving all defenders behind city walls long range attacks? I.e. max distance penalty of -1.

Catwalk Wrote:I think it's problematic both thematically and from a gameplay perspective to have unlimited ammo in city walls. It boosts low ammo units far more than high ammo units, which is not intended. How about giving all defenders behind city walls long range attacks? I.e. max distance penalty of -1.

Agreed.
But you do contradict yourself.
It would boost bows/slings more than catapults/steam cannons.
--I like ILSe

Depends on the situation. Low ammo units would benefit the most, imagine a Colossus with unlimited ammo. What do you think about the long range idea?

I like the long-range idea (that was what I meant).
And the idea of a Colossus with unlimited ammo does seem off somehow smile.

What about ammo x 4?
That would give bowmen the advantage over most of the battle (32 turns), leaving attackers little time to do their thing afterward.
Can we give a Colossus 8 rocks?
--I like ILSe

kyrub Wrote:My two pence:
Code:
1. +3 def (Gate)
2. +3 def (flyers)
3. 0 def (Phantom Beast)
4. +3 def (Wraith)
2 and 4 seem to be a bug (if they really work like it was said).

The case of the Phantom Beast is consistent with the others.
This is because Phantom Beast is non-corporeal - otherwise he wouldn't have been able to attack. However, an illusionary attack ignores shields - this includes the bonus shields.
--I like ILSe

Still, all non-corporeals should "pass through the wall", so they should ignore its defense bonus, no?
And same for flyers, they fly over the wall, they ignore wall "armour", not the body one (but a phantom beast will ignore both).

Can we agree on this being a bug?

kyrub Wrote:Still, all non-corporeals should "pass through the wall", so they should ignore its defense bonus, no?
And same for flyers, they fly over the wall, they ignore wall "armour", not the body one (but a phantom beast will ignore both).

Can we agree on this being a bug?

Having seen the new series of Merlin where the dragon attacks the castle, but has difficulty really attacking, I don't really consider this a bug.
The defenders still have a strong defensive position inside the wall, and can attack from cover.
The flyer has the advantage that he can attack over the wall, but for a really effective attack he has to fly inside and attack from within.
We could debate if the defensive bonus should not be lower, but since that is open for discussion, I'd prefer to leave things as they are.
Perhaps with a non-corporeal unit like Wraith it is extra spooky to have him show up suddenly inside the wall....
--I like ILSe



Forum Jump: