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Indiana Joe
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There seems to be no advantage to having more than one unit attacking a city. The units in the city seem to heal after each of my units attack. This seems to apply to artillery too.
Am I missing something, or is that the way it works?
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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quote: Originally posted by Indiana Joe
There seems to be no advantage to having more than one unit attacking a city. The units in the city seem to heal after each of my units attack. This seems to apply to artillery too.
Am I missing something, or is that the way it works? |
It's easy to get this impression if they have a stack of identical units in the city. The game only shows the graphic of the strongest unit in the city taking it's health into account and when you attack it is that strongest unit which defends. So of course it will look as if the unit is healing after each of your units attack but instead the damaged unit has sorta 'stepped aside' and now the next strongest unit is up to bat. You won't get to see damage show up until the city has no undamaged units remaining.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:30
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Artillery in the city do not defend, they just get a bombardment shot. So each artie in the city will get a turn and take no damage at all. You capture the city you get the arts (if you have the tech).
As was said the defenders are unknown to you unless you have a spy and investigate the city to know what they have on hand.
BTW if they have a barracks and the units stay forted on defense, they will heal fully each turn. So you must bring at least enough units to kill all defenders on that turn or face fresh units each turn.
Well the ai is dumb enough to send out units from the city at times, so you may or may not face them all the next turn.
After you get through all the units once (on the same turn), you will see any defenders that are damaged and survived their original defense.
The game will put up the strongest unt each turn, until it is dead or no longer the strongest defender left. This can be painful as you watch your own army get killed as it was put up for defense with 2 HP left and never used that stack of calv units.
Last edited by vmxa1 on 01-02-2005 at 06:37
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:30
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Btw, to determine which defender it puts up, the game multiplies hitpoints by defensive rating. So, as in vmxa's example, a healthy vet cav rates a 12. If your 2 hitpoint army has an actual (considering bonuses) defense rating of greater than 6, it's going to be exposed before any of those cavs.
I'm venturing off what I know for sure here, but I believe in the case of a tie, the unit with the lowest offensive value is up first. For example, a healthy vet pikeman (12, offense of 1) will defend before a guerilla with 2 HP left (12, offense of 6), I believe. There may be a tiebreaker that relies on hitpoints which kicks in before the offensive one, but I don't think there is. A healthy vet warrior will defend before a healthy vet archer.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:30
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Delete now.
Last edited by vmxa1 on 02-02-2005 at 03:40
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Indiana Joe
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Thanks all for your replies. It is really helpful.
Joe
Last edited by Indiana Joe on 01-02-2005 at 19:21
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Major Guz
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Nijmegen, The Netherlands
Feb 2002 time: 06:30
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quote: Originally posted by Solomwi
Btw, to determine which defender it puts up, the game multiplies hitpoints by defensive rating. So, as in vmxa's example, a healthy vet cav rates a 12. If your 2 hitpoint army has an actual (considering bonuses) defense rating of greater than 6, it's going to be exposed before any of those cavs.
I'm venturing off what I know for sure here, but I believe in the case of a tie, the unit with the lowest offensive value is up first. For example, a healthy vet pikeman (12, offense of 1) will defend before a guerilla with 2 HP left (12, offense of 6), I believe. There may be a tiebreaker that relies on hitpoints which kicks in before the offensive one, but I don't think there is. A healthy vet warrior will defend before a healthy vet archer. |
I thought in this example (a healthy vet pikeman (12, offense of 1) will defend before a guerilla with 2 HP left (12, offense of 6)) The pikeman will defend, because it has the same punch (4HP * 3Def = 12 = 2HP * 6Def) for less shield value 30 per pikeman instead of 90 per Guerilla).
So the tie breaker could be the same punch for less shields. But then again, that is probably what Solomwi stated, he just called it different I guess.
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