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Topic ClosedSiege Warfare

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Greenhorn
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Direct Link To This Post Topic: Siege Warfare
    Posted: 02 May 2012 at 04:36

A Brief background.

 I am generally a peaceable sovereign.  As such I have little use for non-defensive forces. However due to recent changes in the game, I have been experimenting with some new military tactics, and have started a siege on a suspended account.

As the siege has been going I have had some confusion as to how several of the mechanics are resolved. I am using the elven equivalent of battering rams and catapults to attack the city. These devices are “missing” an extremely large amount of times. I need to know how these pick targets and resolve hits. My battering rams haven’t even hit the wall yet? For instance can a catapult target an empty building plot? And if it can would this simply appear as a miss? And if I miss a target is there a way for me to find out what the catapult was aiming for. Oh and another thing can multiple catapults target the same building? And how do multiple battering rams work do the each get a chance to hit the wall or is it only the first one that attacks (if so I need to fire its commander).

 

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Rill View Drop Down
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Direct Link To This Post Posted: 02 May 2012 at 04:46
Siege engines become dramatically more accurate the longer the bombardment has been in progress.  In the beginning it is not at all unusual to have a hit rate of 10-20% for catapults.  I don't have direct experience with battering rams, but I've talked to those who used them.

With regard to the rams, are you sure the city has walls?  If you only have 1 or 2 rams, you could go a long while without hitting them even if it does.

By about 24 hours into the siege, usually you will be hitting 80-100% of the time.

And yes, multiple catapults can target the same building.  It SHOULD go down 2 levels when that happens, but it does not always do so.  (I've filed a petition regarding this problem.)

Hope you're enjoying your first siege, and congratulations on your accomplishment!
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Direct Link To This Post Posted: 02 May 2012 at 15:40
Originally posted by Rill Rill wrote:

multiple catapults can target the same building.  It SHOULD go down 2 levels when that happens, but it does not always do so.  (I've filed a petition regarding this problem.)

Great, I've also filed a petition about this oddity some days ago.  Today it worked as expected (barracks hit twice were reduced by two levels), earlier a mage tower level 3 hit twice was only reduced to level 2.Confused 
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Direct Link To This Post Posted: 02 May 2012 at 16:58
In theory (my own - and yes, my logic is often flawed), the beginning of the siege should have the highest hit rate due to the "spray and pray" tactic.  <---(don't belittle the spray and pray tactic, it works for shotguns)  (^_^)  Then, as the siege progresses and there are fewer and fewer buildings to hit, the siege should begin missing more often... 

However, this would devastate the player being sieged who lose so much right away and it would irritate the sieger to be just 50 population away from clicking the "storm and raze" button (or capture) and keep missing until finally the troops say "to hell with this" and turn around and start the 8+ day march back to their city of origin. 

(>.<)

"Side? I am on nobody's side because nobody is on my side" ~LoTR

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Direct Link To This Post Posted: 02 May 2012 at 20:49
Thanks for the information rill it has been helpful.

I was wondering if anyone had taken the time to determine the actual mechanic behind resolving a siege attack, something that might look like this: hit = (1+(1/hour of bombardment))/100 *building level. Also does anyone have more precise info on battering rams; I have been sieging for apx 36  hrs (may 1 6:02 server time) and have only knocked the wall down 1 level with something like 5 rams. On the bright side since the wall started at lvl 2 It will (likely) be down by tomorrow.
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Direct Link To This Post Posted: 03 May 2012 at 01:00
You don't need to reduce the wall to siege successfully anyway.  The only reason to kill the wall is to reduce the bonus for defending troops.  Since currently there is a bug and troops do not defend on raze/capture anyway, this is irrelevant.
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Direct Link To This Post Posted: 03 May 2012 at 22:47
i see. i am not actually trying to raze/capture the city. i am using it to test some theories. so the wall is an issue. (since its an undefended city if i only wanted to raze it i would only send one commander with the siege equipment. i have actual helped players who have accidently relocated.) for my purposes i need to reduce the wall level more than the building levels. but i also want to see if removing all the buildings changes the terrain back to its base for combat resolution. (among other things) like i mentioned in the background this is strictly an experiment. 

thank you all for your input it has been valuable. 
dew
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Direct Link To This Post Posted: 03 May 2012 at 23:42
0 pop cities are still Building terrain when you Storm.
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Direct Link To This Post Posted: 04 May 2012 at 03:31
What TD said.
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