Confused about spiked pit traps

hotrodlincoln

Upasaka
Joined
Oct 25, 2010
Messages
248
In a recent game, I am fighting against the Mayans. I've whittled a city of theirs down to 20% defense, and decide to charge in after a few archer salvos from my end, whittling most of their defenders to very little health. My listed chances of failure are .24%. However, when I go to attack, my units get hit with the spiked pit traps, take 10% damage and every single last one of them dies. I lose, quite literally, the entire stack except for the siege engines and the archers. They didn't manage to kill even a single unit. 10% damage is less than a whole point of strength for these guys, should it really make /that/ much of a difference? I'm a little confused here, because it seems like the spiked pit traps are doing much more than they say they are doing.
 
I had a run of what i thought was bad luck when I lost 5 units in a row with a 85% or greater chance. I assumed it was extreme bad luck

Later on I lost 3 in a row and just waited untl the next turn and had no issues.

Dont have a save for that though, i didnt think much of it at the time.
 
sounds like the trap takes every unit life to 10% instead of just doing 10% damage to their total health
 
sounds like the trap takes every unit life to 10% instead of just doing 10% damage to their total health

hmm... good theory. I'll take a look and see if that might be the issue.
 
After thoroughly reviewing the code, nothing stands out as being able to create an overt problem. Mind you, the damage takes place at the very beginning of the combat so your units are much weaker by the time they engage the enemy so it is to be noted that the odds % will not be very accurate.

I would still like a save where you're about to launch such an attack so I can walk through the code and not just read through - sometimes you catch some things that way that you can't just see with a read through. But at least, upon reading it through, it all looks correct.
 
It sounds like the OP's stack is adjacent to the city being attacked. If not, the mouseover odds you get when you're not adjacent are much better than those you get once you get there and attack. (Yes I have reported the bug...;))

@hotrodlincoln: Are these Stack Attack odds you're talking about (ie. the odds for the lead attacker)? I ask because you give only one odds figure, whereas the odds generally vary depending on the results of earlier attacks. Even if the lead attacker is successful, the odds of the next attacker may be much worse...
 
After thoroughly reviewing the code, nothing stands out as being able to create an overt problem. Mind you, the damage takes place at the very beginning of the combat so your units are much weaker by the time they engage the enemy so it is to be noted that the odds % will not be very accurate.

I would still like a save where you're about to launch such an attack so I can walk through the code and not just read through - sometimes you catch some things that way that you can't just see with a read through. But at least, upon reading it through, it all looks correct.

Isn't it faster to go to wb and simulate the environment to test than to wait for a save?
 
It sounds like the OP's stack is adjacent to the city being attacked. If not, the mouseover odds you get when you're not adjacent are much better than those you get once you get there and attack. (Yes I have reported the bug...;))

@hotrodlincoln: Are these Stack Attack odds you're talking about (ie. the odds for the lead attacker)? I ask because you give only one odds figure, whereas the odds generally vary depending on the results of earlier attacks. Even if the lead attacker is successful, the odds of the next attacker may be much worse...
What's the 'OP' mean?

Not sure why the odds might vary like that but it could be from a few factors, not the least of which being that the defender chosen there may differ for some reason. S&D could play a role (though usually a positive one only for the attacker.)

And yeah, if stack attack is involved I cannot say for sure that anything would be working correctly there.

Isn't it faster to go to wb and simulate the environment to test than to wait for a save?
It would be if I was that intent on a fix - there may not even be a real problem here so I'm trying to get other things done in the meantime. Plus... not sure if WB has been fixed so that it doesn't crash when you open it.
 
i didn't have problems with traps in any game.maybe lose one or two combats,but if i have more/stonger units they don't do a lot more damage
 
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