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Thread: Catapults

  1. #1
    Post Fiend
    Join Date
    Feb 2017
    Posts
    246

    Catapults

    11/11 5450gc, 26 nw, special rules - .1% chance of building destruction (100×00.1% = 100 Catapults at least to destroy a building), +25% to +50% attack time based on percent of Catapults in attack - similair manner to speed if/when it is effected by warhorses to infantry ratios... yet in reverse...
    Last edited by .:. The Moon .:.; 03-02-2019 at 09:03. Reason: Ninjas...

  2. #2
    Post Fiend
    Join Date
    Jan 2010
    Posts
    265
    I have to admit this has potential though it is hard to picture it being implemented ever.

    Things I'd do to make it more reasonable: remove any offense/defense from the unit, figure out how much popspace it would take, figure out a more reasonable method of calcing destroyed buildings.


    Otherwise, cool thought, thanks :)

  3. #3
    Veteran
    Join Date
    Dec 2013
    Location
    Texas
    Posts
    708
    Not a terrible idea, but --

    Have *any* catapults slow down the army by a set amount. Make them produced from Siege Workshop, which would maybe have some other benefit as well

    Require 10 horses and 5 regular troops for each catapult sent

    All catapults are lost in the attack (easy targets and ain't nobody got time to haul them back)

    Catapult building destruction happens before the attack, so result message would be "Your forces arrive at A (6:20). A tough battle took place, but we have managed a victory! Your catapults destroyed ### buildings. Your army has taken ### acres! ### acre of buildings survived and can be refitted to fit our needs. We also gained ### specialist training credits. ### peasants settled on your new lands. We lost ### and ### in this battle. ### of your specialists have been promoted to elites. We killed about ### enemy troops. Our forces will be available again in ### days (on Month ## of YR#)."

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