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-   -   Castle walls? (http://forum.shrapnelgames.com/showthread.php?t=19407)

Merry Jolkar June 19th, 2004 05:49 AM

Castle walls?
 
What is the formula to determine how much damage is done to a castle wall in a siege? Some forts seem impentetrable. The enemy camps outside the walls, sieging them, but they are just too thick. Do the walls get repaired at a rate proportional to the damage they take?

Thanks much, Merry

Sheap June 19th, 2004 06:05 AM

Re: Castle walls?
 
The answer to this question is (more or less) in the FAQ.

Short Version: The defender's siege ability is subtracted from the attacker's. The result is deducted from the strength of the walls. Castle walls don't "regenerate" unless the siege is lifted (in which case they are repaired fully), or a spell such as Arcane Masonry is used.

Siege ability is primarily based on the strength stat of the unit.

Norfleet June 19th, 2004 06:45 AM

Re: Castle walls?
 
Quote:

Originally posted by Sheap:
Castle walls don't "regenerate" unless the siege is lifted (in which case they are repaired fully), or a spell such as Arcane Masonry is used.

<font size="2" face="sans-serif, arial, verdana">Castle walls will be fully repaired if the siege is broken and the province reverts back to the owner's hands. Castle walls *DO* regenerate if the defender's strength now exceeds the attacker's strength, such as if the attacker withdrew forces, the defender summoned or teleported in more units, the attacker was attacked and suffered casualties, or the attacker attempted to storm with some of his forces and failed.

liga June 19th, 2004 02:29 PM

Re: Castle walls?
 
From Manual Addenda (and a thread somewhere in this forum)


Quote:



Siege ability is something like ((besieger's strength)² / 100)+bonuses)

Bonuses are +1 for flying units, +1 for city guards

[Johan O]

Where the walls of a castle are broken down is determined by adding up the siege and defense factors of the attackers and defenders, respectively.

The base formula for that is the strength of the unit squared, divided by 100. Thus, a unit with 10 strength counts as 1.0, while a unit with 20 strength counts as 4.0. Some units get bonuses and minuses in the final score. For example, flying units get an automatic +1. Sappers get +5 (IIRC). Mindless units get their final score divided by 10 if defending. And some units (like the Man heavy infantry) get a castle defense bonus of +1.

Once the total scores for all the defending and attacking units are calculated, the difference (if the attackers get a higher number) is subtracted from the defense value of the castle. Once that number gets below 0, then the attackers can storm.

[Master Shake]


<font size="2" face="sans-serif, arial, verdana">bye bye
Liga

Vynd June 20th, 2004 01:29 AM

Re: Castle walls?
 
What happens if the besiegers are attacked and win? Does the siege continue as before? or does it start over? I ask because when this happens to me, I always get the "We have begun to beseige..." message, even though I started many turns ago. And if nothing else that makes it feel like it is taking longer. http://forum.shrapnelgames.com/images/icons/icon9.gif

Norfleet June 20th, 2004 02:06 AM

Re: Castle walls?
 
If the besiegers are attacked, and defeat the attackers, the siege continues uninterrupted, with one exception: If the attackers included people who attacked by choosing "Break Siege", and as a result, nobody is left in the castle, the castle immediately falls without a storm. This is probably because if everyone charged out of the gates, nobody was left behind to close the gates behind them.

However, if the castle was empty to begin with, and attackers from outside the province failed to lift the siege, the siege continues uninterrupted.

Sheap June 24th, 2004 09:54 AM

Re: Castle walls?
 
Reviving this thread (cost 5 death gems) to ask a related question about Arcane Masonry.

On turn 1, a castle's walls are breached. On turn 2, the defenders cast Arcane Masonry, while the attackers try to storm the castle. Does Arcane Masonry prevent the attack, or does it fail to work, or does it depend on something else (siege values of the armies?)

Also, in searching the forums, I found a Thread which implies that it doesn't work at all, or might even be counterproductive. Anyone know for sure if this is/was a problem or has been fixed?

Norfleet June 24th, 2004 10:08 AM

Re: Castle walls?
 
The Arcane Masonry works, and will repair the walls....but it will not stop the attackers from storming. The walls, however, will be repaired in the relevant manner should the stormers be repelled, and there are still people outside besieging.

HotNifeThruButr June 24th, 2004 11:12 AM

Re: Castle walls?
 
That formula seems unrealistic to me. Destroying things is much easier than repairing it. Can you think of a situation where ten guys on the outside take a catapult to the wall and launch rocks at it, which is how most people would try to break down a wall. Each time a rock from the catapult hits a wall, a dent is created and bricks are knocked from the wall, which is what I think catapult rocks tend to do to walls. When the defenders see a dent, say there's a hundred of them, they all swarm out to that place (and keep in mind that catapult rocks tend to hit the outside of the wall instead of the inside surface) and with bricks and mortar, repair it until it's good as new. The ten men outside can hurl as many rocks as they want, but the hundred in the castle will keep coming out and repairing the wall forever.

What if there was no siege engine involved, which I assume is the case because siege power is dependent on strength. Are the attackers going to take hammers or pound at a wall with their fists until it breaks down?

What exactly is the siege simulation simulating?

Edit: edited to make it more dev-friendly.

[ June 25, 2004, 13:06: Message edited by: HotNifeThruButr ]

liga June 24th, 2004 11:28 AM

Re: Castle walls?
 
I think that is just a simulations ... during a real siege a lot of things could happens (siege machines, rocks, burning oli, big machines form inseide throwing on besiegers).

An easy way to simulate that is just count the number of biesiegers and people inside the catsle and compare ... if besiegers are more powerfull they could be abel to damage the walls, otherwise people inseide the catle are able to keep them far and make soma repair.

Using the strenght of the units make sense becouse usually during a siege strenght units are able to better than weaker ones ... but I think the intent of developers is just to find an easy formula to simulate, not to reproduce in details a siege

good play
Liga

Rainbow June 24th, 2004 11:52 AM

Re: Castle walls?
 
Keep sieges are quite a bit more complex than just tearing down a wall and rushing in through the gap. In Dominions, we always have then attackers filing in through an open gate, where the defenders are waiting for them in the courtyard. This is a pretty crude picture, which doesn't give our imagination much to work with, but this is because the focus of Dominions is not on the keep sieges.

To imagine how a real keep siege could happen, it could involved many varied strategies. Breaking down the main gate, ladder storming walls, tearing down walls, starving out the defenders, tunneling under walls to make them collapse,. these would just be a few strategies that could be combined in various ways, depending on the layout of the keep and the immediately surrounding area.

Add the many fantasy elements of Dominions two, like flying attackers, magic horns that can bLast down walls, towers and gates, magic that can do pretty much anything, the tactics involved in winning a siege become very complex and varied indeed.

The strength of the attackers and defenders could reflect their ability to chop down and transport lumber to construct siege engines. It is easy to imagine how much more useful a Jotunheim giant would be in a siege on either side of the wall, compared to a puny human. The Jotun are known for hurling spears the size of treetrunks at their enemies. Compared to firing longbow arrows at the uncoming gate ram, a few giant tossed boulders would probably produce vastly better results.

In the case of city guards or similar units that get a defence bonus, think 'people who are trained specifically for defending a castle'.

I think keep sieges work very well in Dominions. There is no micromanagement at all, and we still have the major important elements, like the defence value of the fortification, the relative sizes of the besieging and besieged forces, attrition from lack of supplies, opportunity for relief forces to arrive, the ability to make sorties out of the fortification (break siege and retreat back inside), etc.

/Rainbow

NTJedi June 24th, 2004 07:12 PM

Re: Castle walls?
 
Quote:

Originally posted by Merry Jolkar:
What is the formula to determine how much damage is done to a castle wall in a siege? Some forts seem impentetrable.
Thanks much, Merry

<font size="2" face="sans-serif, arial, verdana">Bring 4 siege golems with your army... and you will be storming the castle very soon.

The spell crumble also works great.

[ June 24, 2004, 18:13: Message edited by: NTJedi ]

Ragnarok-X June 24th, 2004 07:26 PM

Re: Castle walls?
 
Even one golem will give a big advantage.

Norfleet June 24th, 2004 07:34 PM

Re: Castle walls?
 
Quote:

Originally posted by HotNifeThruButr:
Are the attackers going to take hammers or pound at a wall with their fists until it breaks down?
<font size="2" face="sans-serif, arial, verdana">If you're a Siege Golem, yeah, that's actually how you do it. http://forum.shrapnelgames.com/images/icons/tongue.gif

PvK June 24th, 2004 09:08 PM

Re: Castle walls?
 
It's not crap, it's abstract.

And, there are historical cases where a very small number of men held a castle for a very long time against a large army.

The formula is obviously a fairly simple abstraction, but I don't think it's unreasonable, or that it gives undo advantage to either side.

Yes breaking things tends to be easier than building them, but seiges greatly favor the defender if the fort is well-designed and competently garrisoned. A defender isn't necessarily rebuilding a wall as it gets damaged, but he might be keeping people from getting near the wall with dropped objects, boiling oil, etc.

PvK

Quote:

Originally posted by HotNifeThruButr:
That formula seems like crap to me. Destroying things is much easier than repairing it. Can you think of a situation where ten guys on the outside take a catapult to the wall and launch rocks at it, which is how most people would try to break down a wall. Each time a rock from the catapult hits a wall, a dent is created and bricks are knocked from the wall, which is what I think catapult rocks tend to do to walls. When the defenders see a dent, say there's a hundred of them, they all swarm out to that place (and keep in mind that catapult rocks tend to hit the outside of the wall instead of the inside surface) and with bricks and mortar, repair it until it's good as new. The ten men outside can hurl as many rocks as they want, but the hundred in the castle will keep coming out and repairing the wall forever.

What if there was no siege engine involved, which I assume is the case because siege power is dependent on strength. Are the attackers going to take hammers or pound at a wall with their fists until it breaks down?

What exactly is the siege simulation simulating?

<font size="2" face="sans-serif, arial, verdana">

HotNifeThruButr June 25th, 2004 12:36 AM

Re: Castle walls?
 
PvK, some "forts" may just be watchtowers or mausoleums. But I guess it works, it's just that darned message that says "The fort is being repaired faster than our men can breach it" or something to that effect.

NTJedi June 25th, 2004 04:37 PM

Re: Castle walls?
 
Quote:

Originally posted by Ragnarok-X:
Even one golem will give a big advantage.
<font size="2" face="sans-serif, arial, verdana">I'm sieging one of the castles owned by C'Tis (AI controlled) and I have 3 ArchDevils(SC), 2 demonlords, 6 siege golems, 40 various troop types plus 50 fiends of darkness. The Last message I got was the fortress remains unharmed.

Thats one of the reasons I love the XL maps... guarantees huge battles! http://forum.shrapnelgames.com/images/icons/icon7.gif

JDScherrey June 25th, 2004 04:58 PM

Re: Castle walls?
 
I think this is very realistic when you really look back on history. Two vast armies fighting it out. One army lined up with a sea of mighty war machines and the other hunkered up in a castle.

Each side having a ball throwing boulders and flaming oil on each other until someone cries 'timeout!'

Then one side builds more war machines while the other repairs the castle. It happened all the time! I swear! Really....really....

And of course those being seiged may not have food or water...but they have tons of construction materials. That is a given...duh!

-Christopher http://forum.shrapnelgames.com/images/icons/icon7.gif

PvK June 25th, 2004 06:37 PM

Re: Castle walls?
 
Quote:

Originally posted by HotNifeThruButr:
PvK, some "forts" may just be watchtowers or mausoleums. But I guess it works, it's just that darned message that says "The fort is being repaired faster than our men can breach it" or something to that effect.
<font size="2" face="sans-serif, arial, verdana">Yes, the description is worded in a way that is easy to take literally, which ends up not making sense in all cases. It's just not meant to be taken literally in all cases. It could say something like "the enemy have fortified the mausoleum, and our attempts to break in and force a battle have been repeatedly thwarted by the defenders" or or something, but that would be a bunch of work to no effect. I just use my imagination, if necessary.

I have yet to see anyone do a satisfying detailed tactical treatment of seige warfare in a computer game. Even games that focus on castles and seiges get all sorts of things terribly wrong, from the point of view of someone who knows the subject and is being critical. Here it's really not the focus, and I don't mind the abstraction. I'm glad that it actually seems to be a very appropriate abstraction which has some interesting elements and tricks, and has pretty realistic net results (forts can be either easy or hard to take, and storming a good well-defended castle can be extremely deadly, but units that need to eat can be starved out, etc.).

PvK


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