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Succession Game IX - Don't throw those bloody spears at me!

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  • #31
    One should never forget to post the save of its reign.

    [EDIT]Played four more turns to end the round adequately (thanks EPW)[/EDIT]
    Attached Files
    Last edited by Tamerlin; September 23, 2004, 20:16.
    "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

    Comment


    • #32
      Peter,

      I am indeed having strange messages in the Empire Manager message section, every turn I have things like:

      Prod!
      Xsuanda (don't remember exactly but it sounds like that)

      Most of the messages are actually useless and don't give any real information.

      Another strange thing, though all the cities are building something, a message is regularly sent stating that some cities are idle and should be given orders.
      "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

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      • #33
        Tamerlin, you should play until turn 100. You only played till turn 96.
        "

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        • #34
          Corrected my post with the save, sorry.
          "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

          Comment


          • #35
            I lowered rations as low as possible and workday to 12hrs (3/4) and raised wages to compensate.

            We have many units in cities, Oligarchy only allows 2 units to apply martial law so i removed all but 2 units from every city, this raises war discontent (by 1 point) but no slider movement needed and we can be more alert on our borders.

            We have a lot of Legions too but i think Hoplites are better value for money and support.

            Code:
            		Hoplite		Legion
            Att		15		20
            Ran		0		0
            Def		25		15
            Firepower	1		1
            Damage		1		1
            HP		14		15
            Vision		1		1
            Move		1		1
            Cost		175		200
            Support		1		3
            1500 BC So i start with moving all our units out of cities and out to the borders of our empire, this reveals a couple of Egyptian stacks approaching.

            A 6 strong Egy. stack attacks and loses, to the loss of 2 warriors on our side.
            Canadian 7 stack attacks our 6 stack fortified in a forest and loses to no loss on our side.

            1475 BC I start moving units towards Pedi as a rallying point for an attack on Montreal.

            1400 BC While we're on top militarily i rush on finishing the road network.

            1350 BC Our 40 strong army approaches Montreal but two small (5 and 7) Egyptian armies appear on our SE border, but we're producing plenty so we press on for Montreal.

            I also switch research from Masonry to Horse Riding, thinking we might have a use for the flanking mounted archers and also allows our distant cities to contribute more with faster units to the front.

            PLAGUE! 10,000 people die across 9 cities.

            1275 BC A GREAT LEADER ARISES! Cyrus leads a small army against Canadian legions and wins against the odds. He joins an army outside Montreal.

            1250 BC PLAGUE! AGAIN! People in 9 cities are suffering and are asking for better hygiene.

            Our 10 stack attacks a Egy. 7 stack outside Pedi and wins with the loss of 1 Hoplite.

            Our first attack on Montreal goes badly, we lose all our men with only a loss of 2 legions on their side, we should have saved our legions for the cleanup... I remove Cyrus from the next stack, its just as well, they get totally wiped out leaving only 2 battered legions and 4 archers inside, but theyll surely re-supply in the next turn.

            1225 BC I send in the final 12 stack, mostly archers and a couple of warriors, but they all die leaving only 4 archers inside! We still have a 7 stack of warriors/archers but its not worth it.

            Now 7 of our cities are rioting and i dont know why I think its because of the plague, but we have no way of stopping it, we dont have entertainers and the sliders are maxed already...

            1150 BC Our cities finally settle down again.
            Ngwaketse founded and immediately renamed to Ngwak.

            It was all going so well, after the 5th turn of this go it was almost as if we were in a golden age, we were producing sometimes 6 or 7 hoplites a turn and winning battles left right and centre, then the 2 plagues and the massive losses at Montreal, but I think we were never looking like taking any cities without sieging first, so we wouldve been at the same position, just with more field units left. We lost 36 units to their 8-10 (although i killed roughly 13 of theirs to a loss of 3 of ours in the field) so even though the Early Catapult is expensive we'll save a lot in the long run, we just have to play it slow.
            Attached Files
            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
            CtP2 AE Wiki & Modding Reference
            One way to compile the CtP2 Source Code.

            Comment


            • #36
              How do firepower and damage effect things?
              "

              Comment


              • #37
                Sorry its meant to say armour and damage. Firepower is just another word for the damage rating.
                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                CtP2 AE Wiki & Modding Reference
                One way to compile the CtP2 Source Code.

                Comment


                • #38
                  What does damage do? Armor doubles hp or something like that right?
                  "

                  Comment


                  • #39
                    First there is a "chance of hit" which is calculated with the attack, defence and range values (and any bonuses from terrain etc) and compared with the unit its facing, then if a unit successfully gets to hit, damage is the amount of hitpoints it takes from the defending unit when it makes the hit.

                    And total hitpoints = armour * hitpoints.

                    So with the Legion(Leg) attacking the Hoplite(Hop) on flat terrain with no bonuses for either unit,

                    Legions chance of hit: 20(Leg att) / (25(Hop def) + 20(Leg att)) = 44%
                    Hoplites chance of hit: 15(Hop att) / (15(Leg def) + 15(Hop att)) = 50%

                    The Legion does have 1 more hitpoint than the Hoplite (15 to 14) so we can work that out too by how many rounds each unit would last if each hit from the other unit was successful.

                    Legions rounds to destruction: (Leg HP 15*Leg Armour 1) / Hop chance of hit 0.50*Hop Damage 1 = 30 rounds.

                    Hoplites rounds to destruction: (Hop HP 14*Hop Armour 1) / Leg chance of hit 0.44*Leg Damage 1 = 32 rounds.

                    Of course i ripped all this from the 1v1 combat simulator.
                    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                    CtP2 AE Wiki & Modding Reference
                    One way to compile the CtP2 Source Code.

                    Comment


                    • #40
                      I am a bit surprised by the amount of units lost, I started building many legions to give us some firepower and it does not seem very usefull in Call to Conquest.
                      "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

                      Comment


                      • #41
                        Seriously I thought that 3 full stacks of anything would take that city. I know it has city walls and ballista towers but the early militia unit is even weaker than the Hoplite so its not like that lasted long.
                        Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                        CtP2 AE Wiki & Modding Reference
                        One way to compile the CtP2 Source Code.

                        Comment


                        • #42
                          Maq, you stopped on turn 114, some of the armies are moved...some are not moved. Do you want me to just finish that turn, count it as one of my turns, or let you finish the turn? Or did Tamerlin stop at turn 99 and you played to 114?
                          "

                          Comment


                          • #43
                            Originally posted by Tamerlin
                            I have strange messages in the message section of the interface and it has always been recommanded to do a Reloadslic when you are playing a game saved by another.
                            Have you tried using '/resetstrings' rather than '/reloadslic'. I've looked in the source code, and it should do something, although I'm not sure what, exactly...

                            I was also looking at the code executed by '/reloadslic', and it appears to reset all the message lists as well as recreating the SLIC engine - perhaps it is the former which solves the problem with the messages, not the latter, and it would be possible to do only what is necessary with a new command...

                            Comment


                            • #44
                              Incidentally, the 'pacman' command doesn't do anything after all. We'll have to rectify that .

                              Comment


                              • #45
                                Maq, you stopped on turn 114, some of the armies are moved...some are not moved. Do you want me to just finish that turn, count it as one of my turns, or let you finish the turn? Or did Tamerlin stop at turn 99 and you played to 114?
                                Yeah dont move anything just end turn, i played that turn i just didnt end it.
                                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                                CtP2 AE Wiki & Modding Reference
                                One way to compile the CtP2 Source Code.

                                Comment

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