loftar wrote:I can't say I can reproduce this problem myself.
Sorry, I'm retarded. I've fixed the problem and it will be fixed after the next restart. I haven't decided when to restart. :)
To be precise, there was/is a bug causing the strength test to require you to have at least the strength of the character you're trying to dismount, rather than half of it.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
If I'm going to spend 14 hours minimum to siege on someone, I don't want to depend on them not knowing the intricacies and flaws of the siege mechanics.
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”
An idea to consider: Tedium, a Feature. Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com
Jorb hates me. :\
You're going back in the right direction but there are still quite a few problems with siege. The main issue is the interaction with walls and overlapping claims which in the current system is quite abusable. Removing claims and extending new ones over a sieged area could be used to keep an area shielded indefinitely. You could try to prevent this with more limitations to extending or removing claims, or another solution is just connecting walls to the claim they are on as they are constructed.
Make it so you can only build walls on claims, and when they are built you need to designate which claim shield they are attached to. This would prevent all (most of?) the nonsense with overlapping claims and super villages, and would also solve the noob trap of making walls without claiming them. The shield system isn't all that intuitive at the moment, and I've raided a number of villages just because they left a small section of their walls unclaimed. It would also give an actual incentive to make village claims, because it would let you have two layers of walls instead of one, and currently the only thing v-claims are doing is making the land they cover more vulnerable.