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Re: Bug Thread: Discussion
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I don't think indies default to having any PD. Their troops are just regular troops and can be whittled down. If they had any PD, the assassin technique wouldn't work. They probably can now get the PD boosting events though. Regardless, I still suspect this is just the AI being stupid. I've certainly been attacked by lone commanders before. |
Re: Bug Thread: Discussion
Its been a long time since Ive tried to figure the siege/rebuild thing out but... since there is a formula for how many and what size bodies it takes to tear down a castle, and a like formula applies for too many people inside rebuilding the castle for your siege to work at breaking down the walls....
does a formula along those lines affect the rebuild? Maybe some people see an instantaneus rebuild due to having enough forces after the seige, and others see a lag due to not enough forces/population? |
Re: Bug Thread: Discussion
yes it does, but as the rebuild happens eventually even w/out troops, according to the information posted above, this means most likely that there is a base automatic value, like 50 def/turn, added.
The bug is that the true numbers for the castles' defense aren't showing during this... or that the castle is fully repaired instantaneously, contrary to the manual, and contrary to what some posters have reported. |
Re: Bug Thread: Discussion
Id love to see the true numbers reflected. Especially during siege. I wonder if Kristoffer thinks its unrealistic.
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Re: Bug Thread: Discussion
the true numbers are shown during the siege, to the defender... the bug involves the true numbers seemingly not being shown to the defender outside of siege.
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Re: Bug Thread: Discussion
It seems that after two turns without siege the fort is fully repaired even if it's empty. I didn't bother waiting more than one turn in my earlier tests. In that case the manual is incorrect (from page 82):
"Fortresses which are damaged but not besieged are repaired normally - the repair value is simply added back to the defense each turn until the fort is all fixed up." |
Re: Bug Thread: Discussion
Wouldnt the type of fort make a difference in how quickly it repairs also then?
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Re: Bug Thread: Discussion
Its probably a value related to administration. Most anything the involves forts uses that value. It also makes a reasonable amount of sense.
Edit: Which might make swamp forts and LA Ermorian castles interesting test subjects. |
Re: Bug Thread: Discussion
In my test it was a dark citadel raised by "three red seconds". It has an admin value of 20 and repaired all 600 defense after two turns.
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Re: Bug Thread: Discussion
this sorta fits my observation... none of them were fixed the next turn, all of them were fixed by turn 5.
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