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Taking Carthage in the Mercenary War - impossible (+ proposals)

Posted: Sat May 04, 2013 4:05 pm
by Narwhal
Hello,

Small question - has anyone succeded in taking Carthage ? Because I completely did not, despite destroying the enemy army and sieging it for maybe 18 turns. Wall level 3 + 2 artillery in defense are just too big go through.

I would suggest :

- Either not limiting the volume of artillery the MER can build (currently, it is limited to 1). After all, getting the finance afloat is difficult already, so allowing them to make as amny ballistas as they need could be a good way to force them to take difficult decisions, or

- Creating a special "Decision", called "Sapping", with the following effect (by example)

PREREQUESITE :
Carthage region only
MC of the Mercenary in the region > 90% (basically, they are sieging it)

Cost : 100 Cash

Time to mature : 6 turns

Effect : 50% of chance of destroying one level of wall (destroying, not breach)

Posted: Sat May 04, 2013 5:22 pm
by PhilThib
There is an ew RGD called "Siegeworks" that has been created and does almost the same, but creating a breach... Will implement it for the mercenaires in the next patch.

A the moment, I have to see if we have the required script for destroying a level of walls...it's not sure we can make it

Posted: Sun May 05, 2013 10:48 am
by Narwhal
Thank you Phil, but I don't think it will change much.

You need 3 breach to assault Carthage. At best, when lucky, you will have 1 breach from the siege, rarely holding the following turn. With SiegeWork, you ll get another... That's one breach lacking, all the more since you would have to play the "siege work" when the city has already 2 holes, and pray for the breach not to be closed.

That's why I proposed instead destroying the wall little by little. As I see it, Carthage had several layers of walls, so this would represents the layers being "occupied" one after the other

Posted: Sun May 05, 2013 3:28 pm
by PhilThib
Well, may be check with Pocus if this is feasible in AJE... IMHO the trick would be likewise:

* each time the RGD succeeds, a script takes over and remove the current walls entirely, then replace it at once by one level less
* the trick is the counting, to know exactly when / where we are with the levels of walls...
* would need serious debugging...