phoenixffyrnig wrote: ↑Sun Jan 23, 2022 1:16 pm
Exciting looking update, can't wait. Unfortunately I will have to, my Dev version phone has bitten the dust, so I wait for publication with the other peasants
If you have pc you can install dev version on Bluestacks android emulator.
Even the same account can be loaded to not worry about upgrades (but I advice against trying to save from there - I had some problems).
Sorry to sound like a stuck record, but is it still the same requirements for Gunpowder, ie Ballistics only ? Really, spamming Hwacha and cannon tower is the main purpose of a gunpowder rush, and even weaker versions of those units would still allow that approach to flourish at the expense of so much more, especially if they can be started now and upgraded at leisure.
Both these units effectively close down a type of play that we otherwise seem to be expanding - hwacha basically spell the end of any large scale use of infantry, and cannon towers shut down pre treb/cannon siege play. If it its quicker to max these two out than it is to make use of these new siege changes then are they at risk of being bypassed too as we race towards maxed out trebs and cannon?
Main point here is that initial gunpowder siege unit won't be that good anymore.
And the amount of techs needed to make them go back close to their old stats is much higher, than in case of other siege.
Let's take catapult, ballista, cannon and hwacha (some changes not yet in dev - I hope to manage to add changes before publishing)
- ballista can be trained/build by worker since the very start. But has only 1 tile, accurate attack of 14 damage at max range 7 for cost 5. Need 4 turn upgrade tech for +1 range and higher power from siege workshop. Need 6 turn Ballistics to have area attack and 2 actions (so possibility to move and attack once). Another 5 turn Field Artillery Ballistics from Advancements Center is needed for +1 range. Alternatively need another 4 turn Siege Mode tech to have anti-building capability to deal with fortifications which can be boosted by 6 turn Advanced Ballistics and 7 turn Area Attack.
With additional 17 turn research to be weaker catapult - 8 range, 10 power, 2 area range.
-catapult can be trained/build after 6 turn Ballistics. Has low accuracy +1 area, 16 powered attack at max range 7 for 8 turn cost. Needs 8 turn tech for increased range and attack from siege workshop. Needs 7 turn Area Attack for area damage. 5 turn Advanced Ballistics, which requires 5 turn perquisite is neded to reach max range.
Alternatively almost free Fire Catapult tech (1 turn) grants lower ranged, lower powered version, that applies burning.
-cannon requires 6 turn Ballistics + 6 turn Gunpowder from Advancements Center to be trained, having initially 18 power for single target at 7 max range. Needs 5 turn upgrade for range and power. Needs 6 turn Hoop-and-Stave Cannon Costruction tech with 5+5 perquisites to reach 9 range and 24 power.
-hwacha requires 6 turn Ballistics + 6 turn Gunpowder from Advancements Center to be trained/build by workers, having initially 7x2 power for area attack at 5 max range. Needs 5 turn Field Artillery Ballistics for +1 range . Needs 6 turn tech with 5+5 perquisites to reach 7 range and 3xattack. Blacksmith's Ranged Damage lv1 for 4 turns and lv2 for 5 turns increases it's damage by +2.
Summary:
Ballista - 5 turn cost. Can be build by worker. Available from start with 7 range, 14 power.
Needs Siege Workshop, Advancements Center and 15 turn research to reach max 9 range for single target 17 power attack or 7 range area 12 power attack x2.
Catapult - 8 turn cost. Can be build by worker. Available after 6 turn tech with 7 range, 16 attack, 1 area.
Needs Siege Workshop , Advancements Center and 25 turn research to reach max 9 range, 19 attack, 2 area range.
Cannon- 6 turn cost. Available after 12 turn tech, needing Advancements Center with 7 range, 18 attack.
Needs Siege Workshop, Advancements Center and 24 turn research to reach max 9 range, 24 attack.
Hwacha - 6 turn cost. Available after 12 turn tech, needing Advancements Center with 5 range, 7x2 attack, 2 area range.
Needs Siege Workshop, Advancements Center and Blacksmith and 30 turn research to reach max 7 range, 9x3 attack, 2 area range.
godOfKings wrote: ↑Sun Jan 23, 2022 2:43 pm
Well, by the time u make one hwacha u also make one siege tower, but i think right now movement of cannon and hwacha will cost 1 action so they cannot immediately attack
That's right.
It also gives some advantage in ballista vs hwacha comparison.
b2198 wrote: ↑Sun Jan 23, 2022 4:32 pm
Endru1241 wrote: ↑Sun Jan 23, 2022 11:46 am
I don't think going to lower damage is in any way needed.
Decreasing applied attacks by 1 is already huge nerf.
Remember that each is decreased by p.armors, so initial 7*2 would only deal 12 damage to normal medium infantry.
Yeah. but that is on area, so its 12 damage to the target, 8 damage to any other of these that are adjacent and 6 damage to 2 range ones, this being available as early as gunpowder (and now back to having no miss chance) would decrease even more the usefulness of medium infantry in the open field at that point of the game (which is quite early, since you only need 18 turns for a siege workshop produced hwacha without money couriers, or lower with builders.
It's either no miss chance or bugged weapon effect, that won't work if attack missed or enemy was killed by attack itself.
And it's only 5 range at start - very close to enemy units, considering, that after attack it cannot move.
Endru1241 wrote: ↑Sun Jan 23, 2022 11:46 am
Damage at range is decreased by stated percentage each tile.
So for Self Explode it's 0.7*0.7=0.49 on 2nd tile.
That kinda makes sense, but then the info is wrong
Yeah - it should be (70% decrease each tile).
Also that still leaves a bit of weirdness in the calculations:
- the 1807 damage case: (450 - 5) + (450*0.7 - 5)*3 + (450*0.7*0.7 - 5)*2 = 1806, 1 less than real damage
- the 220 damage case: (450*0.7*0.7 - 1) = 219.5, checks up, might've been rounded when shown
- the 751 damage case: (450*0.7 - 2) + (450*0.7*0.7 - 2)*2 = 750, 1 less than real damage
- the 958 damage case: (450*0.7 - 5) + (450*0.7*0.7 - 5)*3 = 956.5, 1.5 less than real damage
So in this case there still seems to be a 0.5 * tiles at 2 range damage missing (which is still rounded correctly at 1 tile in that range, but doesn't add up for 2 or 3 tiles) (and possibly for higher ranges too, though as far as I remember there's no 3 range area damage ability to check that)
=MAX(0,(1+damage_bonus)*abilityPower - enemy_armor)+3*MAX(0,CEIL((1+damage_bonus)*abilityPower*distance_decrease)-enemy_armor)+2*MAX(0,CEIL((1+damage_bonus)*abilityPower*distance_decrease^2)-enemy_armor)
It gives exactly 1807 for high castle.
Endru1241 wrote: ↑Sun Jan 23, 2022 11:46 am
Although seeing damage I must have forgot to apply some value changes - I meant for self explode to deal a little over 800 damage, while something like <500 for petard vs megas and it was calculated.
And still having in mind a nerf after some time (one or two versions) by adding upgrade to petardier and nerfing it's damage before it and also making both petardier and demolition ship affected by some sort of tech, requiring gunpowder to boost damage.
Endru1241 wrote: ↑Sun Jan 23, 2022 12:54 pm
I checked.
I didn't change damage bonuses (they are currently at level, that was supposed to be temporary increase before abilities would affect all tiles).
Optimal point damage vs megas should be 477 for set petard and 811 for sacrifice explosion - armor reduction.
Currently it's 666 and 1837, which has to be fixed before publishing.
Also precisely what I mean by future changes:
tech giving +8 ability power, petardier having 15/20 ability power (currently has 18).
Set petard damage is ability power*0.8, so it would then be: 12/16/22.4 => damage vs megas in optimal point 396/528/741
For self explosion it would be 675/898/1258.
741 and 1258 would still be too much, even for late game imo, 1258 on self explode would mean that a single wagon with them can fully destroy a fully upgraded high castle, while set petard for 3 of them in an upgraded siege tower would have them dealing 2223 damage per turn to it, just a little less than 4 heavy trebuchet stand shots with 3 attacks, with a way lower total cost (9 vs 24), and even though their attack is not nearly as safe as a trebuchet from 11 range, they can always end the attack with an Explode Self if in danger, and that results in too much efficiency for a 3 turns unit imo.
Maybe something like ~350-400/~420-470/~500-550 for Set Petard and ~500-600/~600-700/~750-850 for Explode Self would be better?
The lowest I can agree on is final 23 ability power (e.g. 14/17/23), so Explode being 1035 at the end.
The point here is exactly to be possible for sacrificing 3 petardiers to bring down fully upgraded high castle.
With currently planned stats it would normally go for 372/450/609 for petard and 630/764/1035 for explode.
And remember, that somewhere along the line there will be wagon upgrade needed to even have capacity of 3.
So to bring 3 petardiers capable to immediately bring down High Castle would require enough investment.