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  #31  
Old April 14th, 2009, 11:29 PM
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Default Re: Siege mechanics in manual wrong?

Quote:
Originally Posted by lch View Post
For every sieging unit: (str^2 / 10) + (10 if flying) + 10*(siege skill)
Shouldn't that be [str^2 + 10 if flying + (10* siege bonus)]/10

Otherwise the other 2 factors never get divided by 10, which would sure be a bit imbalanced.
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  #32  
Old April 15th, 2009, 02:49 AM
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Default Re: Siege mechanics in manual wrong?

Make sure to read everything I wrote... After adding up the numbers from all the units, it is being divided by 10 again. But not before, because it's an integer division and otherwise units with a strength of less than 10 wouldn't add anything to the siege.
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  #33  
Old April 15th, 2009, 05:27 AM

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Default Re: Siege mechanics in manual wrong?

It's been about a year since I last did it and it may have changed in a patch, but last time I used it those hawks were excellent siege *defenders*. It's very satisfying when you're in a pinch to buy time tying down a large enemy army for an extended siege.

When your army is on the outside, you should think about draconians. Just leave the Chief recruiting, and shunt the draconian grunts onto other commanders (ideally a flyer) to ferry where they are needed. They've got about 18Str, so they're worth about 4 each for sieging. If you think it's necessary they can also help storm the castle and make life difficult for the defenders. Although they'll probably take casualties, and that somewhat defeats the purpose of building up a substantial number to take walls down quickly.

Having said that, even cheaper would probably be that wallshaker horn.
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  #34  
Old April 15th, 2009, 11:46 AM

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Default Re: Siege mechanics in manual wrong?

pale one soldiers are what 9 gp under cbm and have a siege value of 3 and change... very cost effective siegers.

Shamblers, due to their strength and low resource cost make acceptable siegers.
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  #35  
Old April 17th, 2009, 08:36 AM

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Default Re: Siege mechanics in manual wrong?

What's their gold cost per siege worth? You may be better with a load of 10gp humans, which may arguably be more useful otherwise due to better armour and weaponry.
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  #36  
Old April 17th, 2009, 09:00 AM
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Default Re: Siege mechanics in manual wrong?

35gp IIRC, and 2.25 (->2) siege strength, which makes them inferior to human troops except for resource cost.

Edit: Except... if you're limited by the number of commanders you have available for shuffling troops around, then you can move twice as much siege strength around *per commander* than you can with humans. Oh, and if you're going to face things like Fires from Afar then they're more likely to survive than cheap human troops.
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