Siege Artillery (Full Version)

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NA97 -> Siege Artillery (2/27/2007 7:56:49 AM)

While besieging a particularly well-defended city, all of my regular brigades were wiped out, leaving only the siege artillery. Apparently, they could not be damaged by the defenders. On the next turn, I continued the siege on 'encircle' and, on subsequent turns, quickly reduced the city and captured it. Is this the way it is supposed to work? I don't know what the defenders had -- maybe my siege guns were out of their range?




christof139 -> RE: Siege Artillery (2/27/2007 12:29:41 PM)

quote:

While besieging a particularly well-defended city, all of my regular brigades were wiped out, leaving only the siege artillery. Apparently, they could not be damaged by the defenders. On the next turn, I continued the siege on 'encircle' and, on subsequent turns, quickly reduced the city and captured it. Is this the way it is supposed to work? I don't know what the defenders had -- maybe my siege guns were out of their range?


With the sieges I have had, if you or the enemy's army is wiped out while besieging a fort, then you have to move troops into the province or your siege will dissappear the next turn if you don't move in more troops. I don't know if Your Siege Guns would survive being in a province alone with enenmy troops in it, as I have never yet but completely wiped out in a siege with only my siege gun remaining, nor have I ever yet moved a siege gun through enemy territory all by itself.

I know the Devs. have made adjustments to siege mechanics for the new patch, and I am sure one of them will answer your question better than I.

Chris




Twotribes -> RE: Siege Artillery (2/27/2007 4:46:39 PM)

Siege Guns currently are immune to dieing. I had a Corps do a seaborne landing, it was wiped out due to retreat rules a couple turns later. However the containers and generals remained intact because in the force were 2 siege guns that couldnt die.




christof139 -> RE: Siege Artillery (2/28/2007 7:41:32 AM)

quote:

Siege Guns currently are immune to dieing. I had a Corps do a seaborne landing, it was wiped out due to retreat rules a couple turns later. However the containers and generals remained intact because in the force were 2 siege guns that couldnt die.


Ohhhh, OK. Thanx. Chris, the Civil War Geheim Statts Polzei [8|][>:][>:][>:]




ericbabe -> RE: Siege Artillery (3/1/2007 3:47:25 PM)

Yep.  We have fixed the immortal siege gun [X(] bug in the patch.




Gil R. -> RE: Siege Artillery (3/1/2007 5:13:00 PM)

Also, I nice touch is that when an amphibious assault is repelled any siege guns that came along for it are left behind -- which makes such invasions more of a gamble, since there's definitely something to be lost.




christof139 -> RE: Siege Artillery (3/1/2007 8:18:56 PM)

quote:

Also, I nice touch is that when an amphibious assault is repelled any siege guns that came along for it are left behind -- which makes such invasions more of a gamble, since there's definitely something to be lost.


That's GRRREEEATTT!!! I can't wait to capture some Infernal Yankee Siege Guns. Devils, dastardly curs, poltroons, urchins, cretins, lollygaggers, pollywogs, with all their Infernal Contraptions and such.

Then, when playing the North, I can capture those Siege Guns from the scuvry and raucous Rebel Hordes, those riotous and rebellious Johnnies, making all that noise and raising such a ruckus.

Chris Antigonus One-eye, the Destroyer of Cities, the Besieger.







spruce -> RE: Siege Artillery (3/3/2007 1:49:35 PM)


quote:

ORIGINAL: Gil R.

Also, I nice touch is that when an amphibious assault is repelled any siege guns that came along for it are left behind -- which makes such invasions more of a gamble, since there's definitely something to be lost.


that's really good - a side question - did you guys consider making the bigger siege guns more expensive ?




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