Nimek
Emperor
- Joined
- Jul 7, 2010
- Messages
- 1,208
Now we have a lot of siege units (rams, catapults, siege towers) that can be simply neglected to build because big stack of good troops with S&D promotions can capture every city.
It is unrealistic because even the best medieval troop is useless against 12 meters heigh walls. Commander must destroy city walls or destroy the gate first or use siege tower before meele fight will be possible.
Almost every highly protected city was captured thanks to siege units.
Did You saw Kingdom of Heaven movie. They took entire big army with catapults, rams, siege towers to capture holy city. This is what I want to achive.
TO do
- add dry moat, spiked moat, water moat tweak by Hydro
- add new tags Buildings Damage Units on Attacking the city mechanism to traps line by hydro
- Buildings Damage Units on Attacking the city mechanism
This comprises three new tags for buildings that are designed to use in tandem or none are all that beneficial. The three tags are as follows:
MayDamageAttackingUnitCombatTypes: List under this tag the UnitCombatTypes that the building will potentially damage when they attack the city. The tag, when programmed is as follows:
Code:
<MayDamageAttackingUnitCombatTypes>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
</MayDamageAttackingUnitCombatTypes>
Basically, this is the primary indicator that this building will potentially cause damage to an enemy unit (of the specified type(s)) that attacks the city with this building active in it. The damage, if inflicted, will take place at the very beginning of combat. The only shortsight on this is that the odds are not influenced by this possibility. I had some ideas as to how to tweak the odds and show it in the combat attack help hover but I figured Koshling might be able to see how that should be done far better than myself. And I kinda like the 'hidden' or potentially surprising aspect of this effect myself. Perhaps next weekend I can update the combat odds section for this effect.
iDamageAttackerChance: The percentage chance the unit with the indicated CC(s) that attacks the city will be damaged. This is modified by the Attacking Unit's Dodge modifier when that starts coming into play more. Thus, units with a higher dodge value have a better chance to avoid this damage when attacking the city.
iDamageToAttacker: The percentage of the total HP that will be inflicted upon the Attacker when the building successfully deals damage to him. This is modified by the Attacker's Armor value for when that starts coming into play more. The armor value directly reduces this damage.
bDamagetoAttackerIgnoresArmor: as the tag states, accompanies the Damage to Attacker mechanism with an update that this damage will ignore the unit's armor value when assigning damage.
bDamageAllAttackers: You may use this boolean rather than specifying Combat Classes if you want the Defensive building to damage any and all attacker types. Definitely saves some text display space - I may also need to update the Defense Hover in the cities eventually to streamline the Damages attackers portion or put just that on another page - all the individual CCs will quickly add up to an overwhelming display for sure. But this will help if you can commonly use this.
- add new tags for rams so they will reduce defensese during normal attack reather than bombard
- add siege_gatecrascher combat class to rams (combat claa already added by TB)
iBreakdownChance: I'd start our Ram line at 10% for the Log Ram (note that the log ram (hand ram in xml) must be enabled to attack when you make this change and that means the may attack boolean as well as the combat limit amount must be made to be over 0.) Then gradually edge the chance up by another 10% per upgrade.
iBreakdownDamage: Testing showed this amount is very VERY powerful so should be applied extremely gradually. Log Rams should start with a base 1 on this value. Then add another 1 for each unit upgrade (though maybe increase by more than one for more advanced upgrades.)
Note: I was surprised our rams have first strike. I'd suggest they lose it - eventually they'll get some back by having Distance Support units on the stack. But that's how the programming expects them to have it. If any unit type provides the perfect example of a unit type that should NOT have first strike for any logical reason, Rams are it.
- add ignoreNoentrtLevel tag by Thunderbird
CityDefenseReductionOnAttack by Thunderbird
- add S&D protection to walls buildings line (I belive TB doing it now) (added to towers line)
- add every walls line building required city defense reduction to attack the city
(like castle gatehouse in AND has required max 25% defense to allow attackers to attack the city)Done
- double the costs of walls line buildings (more powerfull than now)
- make archer bombardment BUG gemaoption enabled by default
- merge aid promotons code from Realism Invictus
(when ex catapult stay at the same plot where axeman. Axeman will receive free Siege aid promotion)
- add Siege Tower Aid promotion (when merged with StackAid modcomp http://forums.civfanatics.com/showthread.php?t=241245 )
(enabled for all meele, archer and throwing units except of mounted and whelled staying at the same plot where siege tower)
- teach AI to take Siege tower to city attack stacks
Siege Tower Aid - promotion
- ignores city defense reduction requirement (enables attack without defense reduction)
- +20% city attack for archers, throwing (at tower they stay at the same height as defenders)
(not ignore city defenses because fight from siege tower is possible but very hard for attackers)
Gameplay benefits
- realism. You must build siege towers or siege units to capture highly protected cities now.
- number of city defenders will be covered by required city reduction message (like in AND was) so you will be forced to send spies if you want information about city defenders
- siege towers are slow so blitzkrieg in medieval times will be imposible.
It is unrealistic because even the best medieval troop is useless against 12 meters heigh walls. Commander must destroy city walls or destroy the gate first or use siege tower before meele fight will be possible.
Almost every highly protected city was captured thanks to siege units.
Did You saw Kingdom of Heaven movie. They took entire big army with catapults, rams, siege towers to capture holy city. This is what I want to achive.
TO do
- add dry moat, spiked moat, water moat tweak by Hydro
- add new tags Buildings Damage Units on Attacking the city mechanism to traps line by hydro
Spoiler :
- Buildings Damage Units on Attacking the city mechanism
This comprises three new tags for buildings that are designed to use in tandem or none are all that beneficial. The three tags are as follows:
MayDamageAttackingUnitCombatTypes: List under this tag the UnitCombatTypes that the building will potentially damage when they attack the city. The tag, when programmed is as follows:
Code:
<MayDamageAttackingUnitCombatTypes>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
</MayDamageAttackingUnitCombatTypes>
Basically, this is the primary indicator that this building will potentially cause damage to an enemy unit (of the specified type(s)) that attacks the city with this building active in it. The damage, if inflicted, will take place at the very beginning of combat. The only shortsight on this is that the odds are not influenced by this possibility. I had some ideas as to how to tweak the odds and show it in the combat attack help hover but I figured Koshling might be able to see how that should be done far better than myself. And I kinda like the 'hidden' or potentially surprising aspect of this effect myself. Perhaps next weekend I can update the combat odds section for this effect.
iDamageAttackerChance: The percentage chance the unit with the indicated CC(s) that attacks the city will be damaged. This is modified by the Attacking Unit's Dodge modifier when that starts coming into play more. Thus, units with a higher dodge value have a better chance to avoid this damage when attacking the city.
iDamageToAttacker: The percentage of the total HP that will be inflicted upon the Attacker when the building successfully deals damage to him. This is modified by the Attacker's Armor value for when that starts coming into play more. The armor value directly reduces this damage.
bDamagetoAttackerIgnoresArmor: as the tag states, accompanies the Damage to Attacker mechanism with an update that this damage will ignore the unit's armor value when assigning damage.
bDamageAllAttackers: You may use this boolean rather than specifying Combat Classes if you want the Defensive building to damage any and all attacker types. Definitely saves some text display space - I may also need to update the Defense Hover in the cities eventually to streamline the Damages attackers portion or put just that on another page - all the individual CCs will quickly add up to an overwhelming display for sure. But this will help if you can commonly use this.
Spoiler :
- add new tags for rams so they will reduce defensese during normal attack reather than bombard
- add siege_gatecrascher combat class to rams (combat claa already added by TB)
Spoiler :
iBreakdownChance: I'd start our Ram line at 10% for the Log Ram (note that the log ram (hand ram in xml) must be enabled to attack when you make this change and that means the may attack boolean as well as the combat limit amount must be made to be over 0.) Then gradually edge the chance up by another 10% per upgrade.
iBreakdownDamage: Testing showed this amount is very VERY powerful so should be applied extremely gradually. Log Rams should start with a base 1 on this value. Then add another 1 for each unit upgrade (though maybe increase by more than one for more advanced upgrades.)
Note: I was surprised our rams have first strike. I'd suggest they lose it - eventually they'll get some back by having Distance Support units on the stack. But that's how the programming expects them to have it. If any unit type provides the perfect example of a unit type that should NOT have first strike for any logical reason, Rams are it.
- add ignoreNoentrtLevel tag by Thunderbird
CityDefenseReductionOnAttack by Thunderbird
- add S&D protection to walls buildings line (I belive TB doing it now) (added to towers line)
- add every walls line building required city defense reduction to attack the city
(like castle gatehouse in AND has required max 25% defense to allow attackers to attack the city)Done
- double the costs of walls line buildings (more powerfull than now)
- make archer bombardment BUG gemaoption enabled by default
- merge aid promotons code from Realism Invictus
(when ex catapult stay at the same plot where axeman. Axeman will receive free Siege aid promotion)
- add Siege Tower Aid promotion (when merged with StackAid modcomp http://forums.civfanatics.com/showthread.php?t=241245 )
(enabled for all meele, archer and throwing units except of mounted and whelled staying at the same plot where siege tower)
- teach AI to take Siege tower to city attack stacks
Siege Tower Aid - promotion
- ignores city defense reduction requirement (enables attack without defense reduction)
- +20% city attack for archers, throwing (at tower they stay at the same height as defenders)
(not ignore city defenses because fight from siege tower is possible but very hard for attackers)
Gameplay benefits
- realism. You must build siege towers or siege units to capture highly protected cities now.
- number of city defenders will be covered by required city reduction message (like in AND was) so you will be forced to send spies if you want information about city defenders
- siege towers are slow so blitzkrieg in medieval times will be imposible.