.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #21  
Old March 4th, 2008, 03:27 AM
Dedas's Avatar

Dedas Dedas is offline
Lieutenant Colonel
 
Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
Dedas is on a distinguished road
Default Re: Siege mechanics in manual wrong?

Quote:
ano said:
Mindless units crack walls really fast. Lankan soulless are the cheapest wall-breakers. I think, they don't really have a penalty for sieging, because Breaking is always easier than building
I think you are wrong. If the soulless has 20 strength its value for tearing down a castle is:
20*20=400
400/100=4 (non mindless value)
4*0.1 (for being mindless 90% off) = 0,4

So 4 for a none mindless and 0.4 for a mindless, both with the strength of 20. I would say mindless pretty much suck at sieges.
Reply With Quote
  #22  
Old March 4th, 2008, 03:46 AM
OmikronWarrior's Avatar

OmikronWarrior OmikronWarrior is offline
Sergeant
 
Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
Thanked 72 Times in 21 Posts
OmikronWarrior is on a distinguished road
Default Re: Siege mechanics in manual wrong?

I'm under the impression the 1/10 mindless penalty only applies to DEFENDING against siege, but get their full strength bonus when on the offense, so they'd be great for a siege as they don't consume supplies.
Reply With Quote
  #23  
Old March 4th, 2008, 03:57 AM
Dedas's Avatar

Dedas Dedas is offline
Lieutenant Colonel
 
Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
Dedas is on a distinguished road
Default Re: Siege mechanics in manual wrong?

Oh sorry, I've looked it up in the manual now and I was wrong. They are good at tearing down but abysmal at defending.
Reply With Quote
  #24  
Old March 4th, 2008, 08:33 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Siege mechanics in manual wrong?

In a thread about the manual being wrong, you correct yourself based on what the manual says?

The only way to know is to test it. The manual is wrong about 90% of the stuff that actually gets tested.
Reply With Quote
  #25  
Old March 4th, 2008, 08:56 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Siege mechanics in manual wrong?

Quote:
Sombre said:
In a thread about the manual being wrong, you correct yourself based on what the manual says?

The only way to know is to test it. The manual is wrong about 90% of the stuff that actually gets tested.
Things only get tested if someone has a reason to suspect the manual is wrong, but I'd say it isn't higher than 66%. One in three tests not proving the manual false is about right IME, and then there are all the things the manual just doesn't mention at all, like what kinds of quickness stack with each other.
Reply With Quote
  #26  
Old March 4th, 2008, 08:58 AM
Dedas's Avatar

Dedas Dedas is offline
Lieutenant Colonel
 
Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
Dedas is on a distinguished road
Default Re: Siege mechanics in manual wrong?

Yes but we were discussing mindless and not animals. The manual is wrong in not stating that units with animal tag gets a penalty as well.

Just to confirm this I did a small test and it everything seems to work as described above.
Reply With Quote
  #27  
Old March 4th, 2008, 01:24 PM

Agema Agema is offline
First Lieutenant
 
Join Date: Aug 2007
Location: UK
Posts: 792
Thanks: 28
Thanked 45 Times in 31 Posts
Agema is on a distinguished road
Default Re: Siege mechanics in manual wrong?

I've summoned 80 hawks (plus 4 commanders) whilst defending and turned a deficit or 40 to a plus of about 40, so I'm sure their bonus works in defence.
Reply With Quote
  #28  
Old March 4th, 2008, 02:41 PM

Aezeal Aezeal is offline
Lieutenant General
 
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
Aezeal is on a distinguished road
Default Re: Siege mechanics in manual wrong?

Well seems logical.. if you send say.. tigers against a castle they'd just walk below the walls. If you put hostile tigers ON the walls they I think the attackers would find them pretty annoying (not to say letal) the same as in the field (probably more in the field I could run away .. or hide.. if you get on the walls with pplz behind you pressing in there is nowhere to go)
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
Reply With Quote
  #29  
Old April 14th, 2009, 02:51 PM
archaeolept's Avatar

archaeolept archaeolept is offline
Lieutenant General
 
Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
archaeolept is on a distinguished road
Default Re: Siege mechanics in manual wrong?

current tests (by crecerelle) indicate that animals do not have any penalty to siege. this is confirmed by lch's examination of the animal flag and the sieging mechanic. i'm unsure why the results for the sieging hawks were so poor.

correct formula for sieging, as per lch: (str^2 / 10) + (10 if flying) + 10*(siege value); but this still does not jibe w/ Xietor's results, afaict.

double edit: call of the wind having siege value of 6 confirmed.

Last edited by archaeolept; April 14th, 2009 at 03:07 PM..
Reply With Quote
The Following User Says Thank You to archaeolept For This Useful Post:
  #30  
Old April 14th, 2009, 08:42 PM
lch's Avatar

lch lch is offline
General
 
Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
lch is on a distinguished road
Default Re: Siege mechanics in manual wrong?

Well, the formulas in the manual are almost correct. Sieging works by building the sums over the following:
  • For every sieging unit: (str^2 / 10) + (10 if flying) + 10*(siege skill)
  • For every non-mindless defending unit: (str^2 / 10) + (10 if flying) + 10*(guard skill)
  • For every mindless defending unit: 1 + 10*(guard skill)
Remainders in the divisions are being rounded down. Those two values, the siege and the "desiege" strength, are then again in a final step being divided by 10, rounded down, which results in the formulas that are in the manual, except for mindless units.

Regarding the Black and Great Hawks:

A Black Hawk has strength 5, thus every Black Hawk should contribute (5²/10)+10 = 12 to the siege counter, before division by 10.
A Great Hawk has strength 11, thus every Great Hawk should contribute (11²/10)+10 = 22 to the siege counter, before division by 10.

What happens in reality is that every Black Hawk only adds 2 to the siege counter, while the Great Hawk adds 22 to the siege counter, so 20 Black Hawks and a Great Hawk add up to 20*2+22 = 62, thus resulting in the siege strength of 6.

Why is that? I wasted a good amount of time debugging this, while I should just have looked in my unit data files... The code works exactly like given above. Black Hawks have a siege strength of -1. Thus effectively their flying attribute is discarded regarding fort sieges. In defense, they don't suffer any penalty, though. The only other unit that suffers from the same penalty is the Shikigami (2092).
__________________
Come to the Dom3 Wiki and help us to build the biggest Dominions-centered knowledge base on the net.
Visit my personal user page there, too!
Pretender file password recovery
Emergency comic relief
Reply With Quote
The Following 12 Users Say Thank You to lch For This Useful Post:
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:36 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.