Will I leave a theft scent?

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Will I leave a theft scent?

Postby Lamp » Fri Oct 08, 2010 6:44 pm

So I'm planning on taking a bull from a village... (shh) The bull is on village property though. If I kidnap it would I leave scents of theft or just a scent of trespassing?

Also, one more question: Can you bring a battering ram over seas on a raft?
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Re: Will I leave a theft scent?

Postby Ciorba » Fri Oct 08, 2010 7:44 pm

Battering rams aren't liftable, so no.

No idea about cattle theft though.

Edit: If village authority is very low you can do whatever you want, but I'm assuming you know that.
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Re: Will I leave a theft scent?

Postby sabinati » Fri Oct 08, 2010 8:44 pm

things don't need to be liftable to put them on a raft, but as far as i know you can't put a battering ram on a raft.
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Re: Will I leave a theft scent?

Postby burgingham » Fri Oct 08, 2010 9:00 pm

Which probably should be changed then.
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Re: Will I leave a theft scent?

Postby sabinati » Fri Oct 08, 2010 9:16 pm

it would kind of negate the whole point of having a drying time for rams?
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Re: Will I leave a theft scent?

Postby burgingham » Fri Oct 08, 2010 9:18 pm

How so? You would still need to move it on the raft and off of it, then move it towards a wall.
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Re: Will I leave a theft scent?

Postby Granger » Fri Oct 08, 2010 9:33 pm

Should moving of the raft damage the ram it would be ok.

Else all brickwalls withing ~15 tiles of water would be useless.
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Re: Will I leave a theft scent?

Postby burgingham » Fri Oct 08, 2010 9:38 pm

I really don't see why, because you would have to move it off and on the raft. That sounds perfectly fair to me. If the ram is dried, it shouldn't have to get damaged during a ride on the raft for that. Or am I missing something here?
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Re: Will I leave a theft scent?

Postby DatOneGuy » Fri Oct 08, 2010 9:40 pm

Granger wrote:Should moving of the raft damage the ram it would be ok.

Else all brickwalls withing ~15 tiles of water would be useless.

Saying this while Sodom is within 15 tiles of water: That's a good thing.

I mean if you want to be more 'fair' about it, make it that loading it onto/off the raft wastes about half it's decay in total (a quarter from loading, a quarter from unloading), now you have about 10 tiles to move, and if you ever have to do it on more than one river system, that wastes the whole ram's drying time.
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Re: Will I leave a theft scent?

Postby Ciorba » Fri Oct 08, 2010 10:50 pm

sabinati wrote:things don't need to be liftable to put them on a raft

Derp, I entirely forgot about vehicles.


Well right now you give the defenders 24 hours to see and destroy the ram before it's usable, and being able to carry it large distances on raft would negate that since you can just build it anywhere. I mean, if you can ferry them, what would be the point in limiting their movement at all?

I'd be fine with DoG's suggestion if rams took the entire decay hit from transport, that way the status quo is essentially maintained. You would recycle an already built ram by dumping it somewhere else, and it'd act as if it was freshly built there (well once you repair it.)
If it's still usable right away on disembark, it'd penalize villages built within 15/10/even a single tile away from a river while keeping more remote villages safe, and I don't see the purpose behind that kind of discrimination?
Hell, river villages would already get shafted even if you need to repair the ram, since it will take many days and many repair jobs to reach a landlocked village, why would you want to punish them further? If you want to be truly fair, rams should then be liftable so you can threaten remote villages with a recycled ram too. (Of course a ram will decay when it's lifted.)

tl;dr: If you want raiders to be able to blitz a village then simply remove the movement limit on rams. (I'm all for that myself, but people who don't play 24 hours a day might bawww.)
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