JosEPh_II
TBS WarLord
T-brd next
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.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.)
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: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.
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.when an Archer hits in a bombard but deals no damage to the defnder, does it gain XP?
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.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.
I'm not sure I understand the question.*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.
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.
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:
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.
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'm not sure I understand the question.
Isn't the XP gain something like .1 for a hit? Not much to exploit.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.