Unofficialcrusaderpatch: Delete the Wall Bonus

Created on 19 Dec 2020  Â·  6Comments  Â·  Source: Sh0wdown/UnofficialCrusaderPatch

Another way to prevent undistructible AIs, is to weaken the Walls they put themselfs in.

The Wall gets a resistance bonus if there is another Wall right behind it.

(F.e.:If a unit needs 10 seconds for a normal wall, they need 20 seconds for the same if another one is right behind it. Therefor 30 seconds for both walls in total).

That shouldnt be the case. Therefore: this wall resistance bonus could be removed

Most helpful comment

The main problem wit hAI is their inability to employ siege, so i can see how this could be usefull in the short term, but the actual problem we should fix for them, is to give them dedicated siege equipment routines and buildup processes, also for shields and such

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This resistance makes sense for seige weapons damage, and it encourages double-layering of walls, as the second layer otherwise is alot less valuable to build (first layer gets 'health', plus it prevents enemy from passing through that area, and allows troops to sit on top for height advantage. Second only gets the health as the other two are already provided).

The main problem wit hAI is their inability to employ siege, so i can see how this could be usefull in the short term, but the actual problem we should fix for them, is to give them dedicated siege equipment routines and buildup processes, also for shields and such

Btw, which AI is indestructible? For the player even the wolf is a doable target in the lategame and even AI vs. AI matches do end at some point (thanks to the patch!). Personally i see no need in weakening the AI as for once we have an AI who stands a chance against the player (and each other).

Its about AI's being indestructible vs other AI's if thwir parameters and
aiv's get tweaked

LordDerMoff notifications@github.com schrieb am Mi., 23. Dez. 2020, 16:53:

Btw, which AI is indestructible? For the player even the wolf is a doable
target in the lategame and even AI vs. AI matches do end at some point
(thanks to the patch!). Personally i see no need in weakening the AI as for
once we have an AI who stands a chance against the player (and each other).

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I've already seen 1v1 games end after well over 1500 ingame years (that is, starting from 1181, they ended at year 2700+).
But weaker walls wouldn't really solve that, would remove some game mechanical depth and favour (even more) cheap, single-layer walls to surround large areas.

the real issue with breaking ai castles is the attack force gathering on top of the keep making the keep an insane ball of death in the late game. One way to address this would be by spreading the attack troops out across the castle instead of a central location. ranged units could be spread around on the towers/walls based on the unitmarkers of the aiv and mellee units could patrol between those points. Either way this is not a simple task i imaging so we will have to deal with deathball keeps for a some longer.

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