Catapult vs. walls

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Catapult vs. walls

Postby jendan » Thu Apr 12, 2012 1:49 pm

I'm not sure if it is bug. Definitly it is strange behavior.

When i defend city with army against army with catapult.
When i destroy the catapult my army battle strength is still counted as if the catapult had been alive. This is clearly mistake. How could catapult deal damage to walls when it is destroyed.
Note: In the case when catapult is in the middle or begging of fight order.

I tried to explain as best I could. If you have any question I will be happy to answer.
jendan
 
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Re: Catapult vs. walls

Postby SnotlinG » Thu Apr 12, 2012 2:54 pm

Hello Jendan,

All bonuses etc are calculated before the battle is started and is valid through the whole battle.
So even if you lose your catapult (or Hero or Pegasus) their bonus will still be there for the rest of the units for that battle.
Hope this makes it more clear.
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Re: Catapult vs. walls

Postby Moonknight » Thu Apr 12, 2012 3:36 pm

And there is logic to having the Catapult's effects last after it is destroyed.

In battle, the Catapult would tear down the walls from a distance and even if it is then destroyed, the walls would still be down.

Now one could argue that if someone wins a Castle with a Catapult, that the wall defense should go down 2-3 levels when occupying (and down 1-2 levels when a battering ram is used) :D
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Re: Catapult vs. walls

Postby jendan » Fri Apr 13, 2012 11:10 am

Well, I understand how it is but it doesn't seems to me right.

I think it should be same as with antiflying unit. Their battle strength is normal but when they fight against flying they get their bonus.
This with catapult and pegasus should be same. How could they deal or gain bonus when they don't even exist.

Catapult: Only possible explanation is that Catapult attacks first. Destroys walls and then Army attack "ruin". So defending army haven't any facility to hide in. That is very reasonable and logical. But if the Catapult is first in fight order and defending army destroys it, it couldn't tear any wall down.
Or it destroys the wall before battle then it shouldn't attending fight.
(to Moonknight:) If the walls are torn down how it is possible that when I come into conquered city the walls are still up and I didn't build it because I didn't pay anything.

Pegasus: Create couldn't cheer you up when it's dead.

I don't see reason for fight order, if there is not any affect.

I don't want to piffle into your project so you just say and I'll be quite in the corner.
jendan
 
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Re: Catapult vs. walls

Postby SnotlinG » Fri Apr 13, 2012 11:51 am

On the contrary, we like to hear peoples opinions so we can evolve the game further :-)

Even if the unit still gives bonus after it dies in the battle, fightorder is very important since it will decide what units you have left after the battle (and can use again and again)
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Re: Catapult vs. walls

Postby LPhillips » Sun Apr 15, 2012 4:16 am

Many game mechanics are not consistent with what you might expect if the intent were to simulate a battle taking place in a given period of historical warfare. The debate over how much the game should try to imitate "realism" is always ongoing.

As for playing with it, this mechanic is quite useful in certain situations. Catapults are generally not useful many times in a row, and you're usually getting another one every three turns. This quickly leads to a buildup of useless catapults if they are not correctly used. One favorite solution is to place the catapult on the front line, as it has 3hp and a +attack modifier. It will usually do a lot of good preserving your other units. This is the sort of thing you can play with to improve your game. Have fun!
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