If I am not mistaken gunpowder weapons - which are supposed to ignore walls and other fortifications - are bugged.
Announcement
Collapse
No announcement yet.
[Bug report] gunpowder weapons not ignoring walls
Collapse
X
-
perhaps "cultural bonuses" means the percentage bonus the city has.
I wouldn't even know how to test this.While there might be a physics engine that applies to the jugs, I doubt that an entire engine was written specifically for the funbags. - Cyclotron - debating the pressing issue of boobies in games.
Comment
-
this is where I bow out. I just play the game and unless there is a glaring oddity, I put faith in the game to make the correct calculations.
I do love to read about the results of others who like that sort of thing though. They kinda do the work for me.
I can't get into analyzing a game to that extent.
edit: I do enough of that kinda thinking at work to come home to it.While there might be a physics engine that applies to the jugs, I doubt that an entire engine was written specifically for the funbags. - Cyclotron - debating the pressing issue of boobies in games.
Comment
-
Originally posted by Shogun Gunner
i was going to look at the odds and try to figure it out, but that's a good point actually. I don't think there are two units - one gunpowder and one that isn't - that share the same strength number.
Math gets more complicated. Head hurts.
Not at base values, no, but you could take a knight with +20% from combat 2 vs a grenadier... both would be 12.
I don't believe it's really necessary, though. Hold down alt and mouse over the city, and it shows you the breakdown. IIRC, walls would fall under tile defense bonus, which includes city culture and hill bonus as well. Not 100% about that, not something I pay a lot of attention to.If you're not a rebel at 20 you have no heart. If you're still a rebel at 30 you have no brain.
Comment
-
You could always put city walls and a castle (which should also be negated by gunpowder units) in a city with less than 100% culture bonus to see if the tile bonus is 100% or the value of the culture bonus.
To make it easy don't put the city on a hill or near a river."They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety." ~ Ben Franklin
Comment
-
It really is not very complicated. All units defending cities gain a massive defense bonus (actually, they get several): Whichever number is greater of the city's cultural value or its walls/castles is taken into account when the city is attacked.
Regardless, I now think I am mistaken and that Enigma is correct. This confuses me as I took great care precisely not to mix the two values up.
I will report back if I find out I was in fact correct in the first place.
Comment
-
I checked with the world editor...
A city will get the benefit of EITHER culture OR walls/castles, whichever is higher, and gunpowder units do ignore walls/castles.
The #% under a city will change to reflect this depending on which unit you have selected. Say you have a city that has 40% defense from culture, and has both walls and a castle. If you have a non-gunpowder unit selected, you'll see a 100% under the city's name. If you select a gunpowder unit, the number will change to 40%.
The 25% bonus from hills is added in both cases, so if you alt-mouseover the city, you'll see either 65% or 125% from tile defense.
This also means bombardment from artillery does temporarily remove the benefits of castles/walls.If you're not a rebel at 20 you have no heart. If you're still a rebel at 30 you have no brain.
Comment
-
I don't see why gunpowder units ignore fortifications.
I think seige weapons should be given greater seige power. Which prompts the idea of a separate attack strength and a seige strength.(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
Comment
Comment