I certainly wasn't expecting people to be building their rams up against the walls of their targets by default, so that sounds like the intended behavior. Putting up a palisade around the ram does nothing to defend it from archery towers, though.Ag_Revol wrote:For example, if you place a ram close to walls you need to check it 24x times every 59 minutes. But if you place it in a safe place close enough to enemy base you need to check it only (DISTANCE/7.5) Times.
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loftar
- Posts: 9096
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Re: Game Development Siege Chess
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Ag_Revol
- Posts: 286
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Re: Game Development Siege Chess
It depends on the range of towers tholoftar wrote:I certainly wasn't expecting people to be building their rams up against the walls of their targets by default, so that sounds like the intended behavior. Putting up a palisade around the ram does nothing to defend it from archery towers, though.Ag_Revol wrote:For example, if you place a ram close to walls you need to check it 24x times every 59 minutes. But if you place it in a safe place close enough to enemy base you need to check it only (DISTANCE/7.5) Times.
Make Kebabs Great Again!
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Game Development Siege Chess
Simple: don't cascade endlessly when breaking a wall with a Wrecking Ball or a Battering Ram, but only remove the tile targeted and 1-3 to each side.loftar wrote:I don't totally disagree, but I'm not sitting on any alternative idea that I find better.Granger wrote:Splash / Cascade should be modified in general, for one to give us some control over it for remodeling for another that an attacker isn't able to de-wall a village in case the RNG smiles on him.
Make removing a tile damage the adjacent walls to 5% health (95% damage) and define that level of disrepair as easily hand-bashable (15 seconds with reasonable strength), though while on an active claim only possible with vandalism permission (not via criminal acts).
Destroying such a damaged segment by hand will only damage (as above), but not completely destroy, any adjacent ones.
There. Done. You're welcome. Cape please.
I guess that no one would have problems in case you would announce the following:loftar wrote:I know, I know. I'm just too nervous to do invasive changes as long as things work somewhat well anyway. Not an excuse, just an explanation.Granger wrote:Apart from that, regarding the lag spike issue: As far as I understand it there is a way forward, when will it be walked?
I think most (if not all) would applaud you for this - but the longer you wait with it the more the reaction will be *meh*.On $day at $time I'll shutdown the server, make a backup to a remote location, do the operation and start it up again afterwards.
That will take estimated of $x hours, in case it explodes and I need to restore the backup it'll take about twice as long.
Sorry for the inconvenience, but I have to do what I must (because I can)...
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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boshaw
- Posts: 1612
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Re: Game Development Siege Chess
The range of the archery towers is more than the distance you can move them before repair. It's nearly 15.5 tiles out from the center.Ag_Revol wrote:It depends on the range of towers tholoftar wrote:I certainly wasn't expecting people to be building their rams up against the walls of their targets by default, so that sounds like the intended behavior. Putting up a palisade around the ram does nothing to defend it from archery towers, though.Ag_Revol wrote:For example, if you place a ram close to walls you need to check it 24x times every 59 minutes. But if you place it in a safe place close enough to enemy base you need to check it only (DISTANCE/7.5) Times.
Last edited by boshaw on Wed Apr 03, 2019 10:35 pm, edited 1 time in total.
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Ag_Revol
- Posts: 286
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Re: Game Development Siege Chess
Moving catapult first is a thing though?boshaw wrote: The range of the archery towers is more than the distance you can move them before repair. It's nearly 16.5 tiles out from the center.
Make Kebabs Great Again!
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boshaw
- Posts: 1612
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Re: Game Development Siege Chess
Yes, ideally as an attacker, if you're rich, you would put down catapults first and break their towers then roll the ram up closer and have to defend it while it repairs before you can get to the wall safely.Ag_Revol wrote:Moving catapult first is a thing though?boshaw wrote: The range of the archery towers is more than the distance you can move them before repair. It's nearly 16.5 tiles out from the center.
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shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Game Development Siege Chess
Fact is: siege is never going to work.
Making a system where it would be possible to raid people, while it still would be possible to defend, is impossible.
I think its waste of time to make siegesystems
Making a system where it would be possible to raid people, while it still would be possible to defend, is impossible.
I think its waste of time to make siegesystems

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
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Purus Pasta, The Best Client
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LaserSaysPew
- Posts: 397
- Joined: Mon Dec 03, 2012 6:25 pm
Re: Game Development Siege Chess
What about making wrecking ball dry instantly but only usable if it doesn't leave a crime? What could go wrong?
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Grog
- Posts: 2747
- Joined: Mon Feb 08, 2010 11:42 pm
- Location: Germany
Re: Game Development Siege Chess
Lag is a heavy issue for every single player and has shown to be a quite effective play-count-killer in former worlds.
A well announced and planned downtime is absolutly tolerable and not too uncommon in indy games. (Though it might feel a little oldschool.)
Do it.
A well announced and planned downtime is absolutly tolerable and not too uncommon in indy games. (Though it might feel a little oldschool.)
Do it.
Favourite thread: viewtopic.php?f=9&t=3388
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shubla
- Posts: 13041
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- Location: Finland
Re: Game Development Siege Chess
No it has not been.Grog wrote:Lag is a heavy issue for every single player and has shown to be a quite effective play-count-killer in former worlds..

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client