WarKirby
Arty person
I'm currently toying with the idea of significantly tweaking "Mega units". Things like Hill giants, dragons, Meshabber, mythril golem, etc. One idea I want to try, is giving them a weakness to Siege weapons. Normally, cannons and catapults are generally only useful for attacking cities, as individual troops are too small a target.
With something that's 200 feet tall though, hitting becomes less of an issue, and so I'd like to make Siege weapons more effective against such things.
My initial idea, was simply to give them a massive weakness against siege weapons. But I'm running into a few issues.
Firstly, in FF (maybe FFH too. I haven't played anything but FF in a long time) siege weapons are implemented in such a manner, that they have a very low base strength, but a massive city attack bonus. Making them essentially useless in the field. Catapults for instance, have 1 strength. Cannons only have 2.
So given this, I was thinking about making large units have a massive weakess, like -75% against Siege weapons. It may seem like a lot, but considering that they don't get above str 2, it isn't really.
However, there are a few spanners in the works. First and foremost. Some siege weapons have a bonus to "city strength". Logic says this would apply to both attack and defence, which would make attacking cities containing siege weapons suicidal for big units. That's not quite what I'm intending here.
Another big oddity, is that Cannons (and only normal cannons) have 6 defensive strength. But still 2 attack. This seems freakishly overpowered compared to other siege weapons, and would make them a hard counter to big things, which is not what I want. Oddly, the Khazad UU Dwarven Cannon does not have this 6 defence strength, leading me to believe it's a bug, or oversight.
Also, is there any way to differentiate between ranged attacks from siege weapons, and ranged attacks from archers?
So I suppose, to summarise, my questions are thus.
1. Is the 6 defence str for cannons intended? or a bug. and also, if intended, what is the reasoning?
2. Can anyone provide ideas on how to make siege weapons more effective against big units, without making them impossibly powerful. Ideally, I want it so that things like Meshabber are still going to have high odds of victory against a cannon, but that they'll suffer more damage than attacking say... a champion.
3. Is there any way to differentiate between the ranged attacks? Making ranged attacks from siege weapons only, do more damage to big units, would be a perfect solution, but not one I know how to do.
I suppose, to simplify, I'm trying to make big units more like the "tanks" of erebus. Practically impervious to small arms fire (normal units) but more vulnerable to heavy weapons (siege) due to being big and slow.
I'm trying to do xml modules for FF here, so solutions that don't involve delving into python would be heavily preferred.
With something that's 200 feet tall though, hitting becomes less of an issue, and so I'd like to make Siege weapons more effective against such things.
My initial idea, was simply to give them a massive weakness against siege weapons. But I'm running into a few issues.
Firstly, in FF (maybe FFH too. I haven't played anything but FF in a long time) siege weapons are implemented in such a manner, that they have a very low base strength, but a massive city attack bonus. Making them essentially useless in the field. Catapults for instance, have 1 strength. Cannons only have 2.
So given this, I was thinking about making large units have a massive weakess, like -75% against Siege weapons. It may seem like a lot, but considering that they don't get above str 2, it isn't really.
However, there are a few spanners in the works. First and foremost. Some siege weapons have a bonus to "city strength". Logic says this would apply to both attack and defence, which would make attacking cities containing siege weapons suicidal for big units. That's not quite what I'm intending here.
Another big oddity, is that Cannons (and only normal cannons) have 6 defensive strength. But still 2 attack. This seems freakishly overpowered compared to other siege weapons, and would make them a hard counter to big things, which is not what I want. Oddly, the Khazad UU Dwarven Cannon does not have this 6 defence strength, leading me to believe it's a bug, or oversight.
Also, is there any way to differentiate between ranged attacks from siege weapons, and ranged attacks from archers?
So I suppose, to summarise, my questions are thus.
1. Is the 6 defence str for cannons intended? or a bug. and also, if intended, what is the reasoning?
2. Can anyone provide ideas on how to make siege weapons more effective against big units, without making them impossibly powerful. Ideally, I want it so that things like Meshabber are still going to have high odds of victory against a cannon, but that they'll suffer more damage than attacking say... a champion.
3. Is there any way to differentiate between the ranged attacks? Making ranged attacks from siege weapons only, do more damage to big units, would be a perfect solution, but not one I know how to do.
I suppose, to simplify, I'm trying to make big units more like the "tanks" of erebus. Practically impervious to small arms fire (normal units) but more vulnerable to heavy weapons (siege) due to being big and slow.
I'm trying to do xml modules for FF here, so solutions that don't involve delving into python would be heavily preferred.