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

 

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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?
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RE: Siege Artillery - 2/27/2007 12:29:41 PM   
christof139


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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

(in reply to NA97)
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RE: Siege Artillery - 2/27/2007 4:46:39 PM   
Twotribes


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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.

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


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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

(in reply to Twotribes)
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RE: Siege Artillery - 3/1/2007 3:47:25 PM   
ericbabe


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Yep.  We have fixed the immortal siege gun bug in the patch.

_____________________________



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


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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.

(in reply to ericbabe)
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RE: Siege Artillery - 3/1/2007 8:18:56 PM   
christof139


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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.




(in reply to Gil R.)
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RE: Siege Artillery - 3/3/2007 1:49:35 PM   
spruce

 

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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 ?

(in reply to Gil R.)
Post #: 8
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