xUPT

Should we merge the (optional!) xUPT mechanic?


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Not true. What about a worse case scenario, where a city is surrounded by peaks or inland sea on 7/8 tiles. Then it would be unsiegable.

It would not be. Maybe in AND, but certainly not in RifE. You simply promote to Mountaineering, or use waterwalking units, or flying units (several types of which can be captured from animals), and so on.

There is always a way in RifE.
 
While you can promote to Mountaineering in AND too, I was just worried you could have uncaptureable cities, which would spoil an otherwise perfect game.
 
Okay good. I ask because I care. ;)
(And because your SVN is private so I can't read the code...)
 
I don't buy this myth of an uncrackable city, even if you cannot attack with more than (let say) five units each turn and cities can contain 30 units.

First of all, the attackers will be heavy hitters, Heroes and high experience units. Most of the defenders will be low level chaff.

Secondly, Marksmen can finish off the wounded units.

Thirdly, there is no way a single city can produce replacements for the losses it will suffer. Meanwhile the attacker can replenish troops from the entire rest of the civilization.


And this assumes there is a hard limit of 5 attacks into a square per turn. xUPT has no such hard limit, any unit that can move in, attack and move out again can attack "for free". In favourable situations all that is needed is 3:move:, easily achieved with Mobility + Haste. To make a ranged attack all you need is 2:move:. Any unit that dies in the attack takes no space and obviously summons can be deleted if they survive.
 
Easier said than done.

And why are we all assuming the city that only has one access will be the last city either? What if there was only one way through a mountain pass, and the city blocked the entrance, and a large civilization was on the other side. Then they could defend it indefinitely. I smell a scenario idea...
 
If a city has only one access, that huge civ is on the same side as the access, which means we've already crushed it, or there's some wierd cul-de-sac of mountains that we're going around anyway, and may as well pick the easier fruit first.
 
No,

Assume a impenetrable mountain range cuts the map in two. There is only one pass to cross into the other side, and it is guarded by a heavily defended, large city, with only one access tile in front, and one escape, in the back. Behind the city is a large civilization, and in front, is your civilization. The only way to win is to capture the mountain pass city from the defenders, but with xUPT, you can only field 5 units in the tile directly adjacent to the city, while the city holds 10 strong, heavily promoted defenders, with reinforcements waiting in the mountain pass, should the city fall.
 
Go Apprenticeship and other XP giving things, and promote units to Mountaneering to get over the mountain and attack from all angles?
 
Go Apprenticeship and other XP giving things, and promote units to Mountaneering to get over the mountain and attack from all angles?

I'm not trying to poke holes in xUPT (after all, I was the one who modded it first :p)
So, we've been looking at a new feature in Afforess's mod[...]

I was just coming up with a scenario idea. Anyway, conceivably, there could be a spell that makes it so even mountaineering units can't climb the mountains. It's all conjecture though.
 
Yeah, I know, just wanted to show that there are ways around that :p

But, it would make a really, really cool scenario :D
 
Alright it might be possible to make a super defensible city, if you give up most of the working tiles of the city. And mod the game to make truly impassable terrain. And have a suspiciously unassailable empire for backup. At least reinforcements could easily be delivered via gate.
 
Oh, well in that case maybe you could use the hell version of desert rather than mountains. Of course if it was an Infernal city, there's no real need for the "pass."
 
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