Massive Humans vs Humans Game/Lets Player Tracker

Who do you think will win?

  • AstralPhaser

    Votes: 5 7.5%
  • Il Principe

    Votes: 2 3.0%
  • Koshling

    Votes: 14 20.9%
  • Hydromancerx

    Votes: 17 25.4%
  • Vokarya

    Votes: 4 6.0%
  • Acularius

    Votes: 3 4.5%
  • Thunderbrd

    Votes: 8 11.9%
  • ls612

    Votes: 5 7.5%
  • JosEPh_II

    Votes: 8 11.9%
  • Praetyre

    Votes: 1 1.5%
  • Epi3b1rD

    Votes: 0 0.0%

  • Total voters
    67
T-brd next
 
T-brd next

How many rams does it take to reduce a city's defenses? Gee whiz!
 
T-brd next

How many rams does it take to reduce a city's defenses? Gee whiz!
Depends on the quality of the rams and the strength of the defenders. Tip: hit them with as many archers as you can before going in with the rams if you can. The first defender won't ever be hit by archer ranged bombards but it may wear down a bit as the rams go and diminish in ability to destroy them quickly. You might get a few surviving after the third or fourth ram if they are all of somewhat ok quality with a few promos that improve the chances to hit the city defenses in each round. If that value is extremely high, you'll lose a lot less rams. Obviously hitting the defenses for what you can with the bombard from the arsonists helps to minimize losses a lot too because as the walls grow weaker, the rams grow more effective at surviving longer and the longer they survive, the more they damage the defenses.

But yeah, at this stage of the game it requires some sacrifice to get through the gates. Makes it almost feel like cheating when you finally get real siege weapons (though rams are still useful for finishing off what they can't get through in one round and they aren't as often sacrificed once the defenses are diminished.)
 
Sorry guys, end of semester is now taking shape and my free time is running low. At least I believe I'll avoid needing to do one test, and there is the possibility to avoid another, but the chances aren't great.

I'll do all my turns soon.

Depends on the quality of the rams and the strength of the defenders. Tip: hit them with as many archers as you can before going in with the rams if you can. The first defender won't ever be hit by archer ranged bombards but it may wear down a bit as the rams go and diminish in ability to destroy them quickly. You might get a few surviving after the third or fourth ram if they are all of somewhat ok quality with a few promos that improve the chances to hit the city defenses in each round. If that value is extremely high, you'll lose a lot less rams. Obviously hitting the defenses for what you can with the bombard from the arsonists helps to minimize losses a lot too because as the walls grow weaker, the rams grow more effective at surviving longer and the longer they survive, the more they damage the defenses.

But yeah, at this stage of the game it requires some sacrifice to get through the gates. Makes it almost feel like cheating when you finally get real siege weapons (though rams are still useful for finishing off what they can't get through in one round and they aren't as often sacrificed once the defenses are diminished.)

About Archer Bombard: Curiously my Archers do hit the first defender every turn. I've been using a stack of archers and bombarding with all of them in the same command. After the rain of arrows, all defenders have been hit (which confirms they do hit the first defender)*, and lost some life. Even when there is only one defender, they hit and do damage. One thing I've always been promising myself I'll remember to do and I always forget, is to pay attention if when an Archer hits in a bombard but deals no damage to the defnder, does it gain XP? BTW, I've been using the bombard which is a red circle icon, not the other one. I'm not sure what's the difference yet, but my few tests made me believe the red one usually hits more then the other.

About Rams: What I've been loving about Rams is their ability to weaken even more defenders which have already been blasted by a rain of arrows but not kill them, so my Great Commander can farm more XP even if there are only 3 troops to kill. This means 6 XP for him: 3 Rams attacking + 3 units to kill the 3 enemy ones.

About your Siege Weapons: That's honestly my biggest concern for the well being of the Steiner Empire, and then myself. BTW, is Il Principe still a member around here? Tell him TBrd has been tearing his nation apart, and only the Goths are giving the Steiners a hand in these dark times.


*I understand when multiple different units have ranged bombard they can be countered by different units int he defending stack, which can lead to hitting all defenders in the defending stack. But in this case half my archers have improved accuracy promos, and the other half have city defenses promos. As the defending stack is usually headed by an Archer, I don't see why there would be a difference in combat odds between my archers vs the top defender archer. Unless the accuracy promos are giving me other bonuses I'm forgetting about. I know City Garrison III gives +10% vs melee, so that could be a reason if the top defender was a melee unit for the archers that aren't City Garrison III.

But again, the case when there is only one defender being hit by the rain of arrows is already enough for the point.
 
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Curiously my Archers do hit the first defender every turn. I've been using a stack of archers and bombarding with all of them in the same command. After the rain of arrows, all defenders have been hit (which confirms they do hit the first defender)*, and lost some life.
I may have to review that I applied the 'hit first defender' boolean in the code properly. I've been getting the impression it's acting opposite to intent. Not a biggy, but something to fix for the core potentially. Now, if all other units have been drained of as much as the ranged bombarding attackers CAN, then yeah at that point the primary defender will become a target. Which also explains:

Even when there is only one defender, they hit and do damage.

when an Archer hits in a bombard but deals no damage to the defnder, does it gain XP?
If it hits, it should gain XP... I guess it's not doing any damage because the damage limit has been reached OR because the damage is so diminished by modifiers that it vanishes.

BTW, I've been using the bombard which is a red circle icon, not the other one. I'm not sure what's the difference yet, but my few tests made me believe the red one usually hits more then the other.
It's what one should use. The other one that looks similar to a promotion, archer bombard, shouldn't even be able to show up but I guess I didn't disable it fully until the core ranged bombard action had been more fully tested. It's an older design, available by BUG option but now obsoleted by the more generic Ranged Bombard.

*I understand when multiple different units have ranged bombard they can be countered by different units int he defending stack, which can lead to hitting all defenders in the defending stack. But in this case half my archers have improved accuracy promos, and the other half have city defenses promos. As the defending stack is usually headed by an Archer, I don't see why there would be a difference in combat odds between my archers vs the top defender archer. Unless the accuracy promos are giving me other bonuses I'm forgetting about. I know City Garrison III gives +10% vs melee, so that could be a reason if the top defender was a melee unit for the archers that aren't City Garrison III.
I'm not sure I understand the question.
 
Sorry guys, end of semester is now taking shape and my free time is running low. At least I believe I'll avoid needing to do one test, and there is the possibility to avoid another, but the chances aren't great.

I'll do all my turns soon.

Sorry, I had to leave and I've finally come back. I'm unsure if I'll be able to finish the massive still today, but the other two I already commited so the rest of the players can keep playing already.

I may have to review that I applied the 'hit first defender' boolean in the code properly. I've been getting the impression it's acting opposite to intent. Not a biggy, but something to fix for the core potentially. Now, if all other units have been drained of as much as the ranged bombarding attackers CAN, then yeah at that point the primary defender will become a target. Which also explains:

I see, well then maybe it isn't a bug at all. Considering I usually have like 3 to 4 times the number of defenders to bombard them, then it makes sense that the last healthy defender will take damage. But I'll pay more attention to it next time, and try a one-by-one approach as well to see if it differs from the all-in-one.


If it hits, it should gain XP... I guess it's not doing any damage because the damage limit has been reached OR because the damage is so diminished by modifiers that it vanishes.

I see, I thought of something like that, but even so I would advocate against gaining XP as nothing was done, and in this an exploitable feature is created. I tend to dislike exploitable features, although it's usually the first thing I search and do in games with still unexplored stuff to me.

It's what one should use. The other one that looks similar to a promotion, archer bombard, shouldn't even be able to show up but I guess I didn't disable it fully until the core ranged bombard action had been more fully tested. It's an older design, available by BUG option but now obsoleted by the more generic Ranged Bombard.

Once again just to keep the pattern:
I see :lol:

I'm not sure I understand the question.

That part isn't a question, it's just a complement to what I said about Range Bombards, thus the '*' both in the original text it refers to, and before this explanation (sorry if I'm explaining obvious things). This is actually me trying to preview a future explanation to what I said, so I don't have to answer it later. What I meant by that text is that there are several situations where all defenders are targetted by Range Bombard, and these happen when the Bombarders are different units (by type or by chosen promotions) which may lead to a different top defender for each bombarder, and in that all defenders may be bombarded. And then I explained this was probably not the case by the promos I chose for my archers. I usually try to protect my points before counterpoints are done. Sorry, it's a habit I carry for a long time already.
 
I see, I thought of something like that, but even so I would advocate against gaining XP as nothing was done, and in this an exploitable feature is created. I tend to dislike exploitable features, although it's usually the first thing I search and do in games with still unexplored stuff to me.
Isn't the XP gain something like .1 for a hit? Not much to exploit.
 
T-brd next
 
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