Funny thing happened to me, I was trying to do a ransack run with Assyrians then Goths and obviously I had a lot of cavalry but not much infantry. I had basically a couple scouts and a single warrior I got from a drop. I get into this massive 3v1 war against me, see an enemy city with only 2 levies defending it and thing oh well I can siege it down quick with my scouts. But then suddenly the AI attacks me. Turns out they had a couple units hidden behind the city. I have 3 times their numbers almost, it's a 12 units vs 5, however 8 of mine are cavalry and I cannot attack through walls with those. I try to win the battle with my infantry but I can't, they're wounded, I pull them back. The enemy has no archers anymore, I killed them first so they can't win this, but neither can I. So I end turn and end turn and end turn, it's a 5 turn combat, with 3 rounds each, so it takes a while, but since they attacked I have the flag and I win. Except no I don't because the AI immediately does a sortie attack again. Which means I am locked into this combat for 5 turns again, while another AI player's army is en route to my capital. I need to pull my horses back, but I cannot. If I were to play this out, my army could be locked potentially forever this way. Except instant resolve is busted and you can just use that to win regardless of walls or anything.
So yeah thank God for instant resolve being a broken way to skip past combat, but also fuck the way reinforcements and zone-locks work in this game and also horses should be able to attack through walls, those men are not glued to the goddamn horses, they could dismount and fight albeit at a reduced strength.
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This doesn't sound like exploit. Well, they exploited your weakness, that's not bad.
I agree. Walls are for keeping people outside.
Although, one could imagine a mod (or an option in the base game) for cavalery units to be dismounted if so desired in battle), which would diminish their strenghth greatly to avoid the silliness (that saved my day many times by the way : silly raiders ^^ ).
Well, there is something about these sorties what could be questioned. I had something similar once during Classical Era without cavalry: https://steamcommunity.com/app/1124300/discussions/0/2963922521572560547/
I made an attempt to capture a city by 2 stacks of infantry and enemy brought enough reinforcements so I had no chance to attack the walls directly. So I tried to besiege to build some siege weapons first. But enemy did Sortie AND did not leave the walls. So 2 armies were staying one against the other and no one wanted to attack (but both could, no cavalry here).
After 5 turns the battle over and I found that I simply lost 5 turns and built 0 siege weapons.
Next turn I built something and you think I pressed the Assault? No. They Sortie again! The battle lasted in 4 more turns, this time bloody mess with no survivors but one on both sides. The enemy hold their city.
This doesn't sound like exploit. Well, they exploited your weakness, that's not bad.
Well,
1 - I should be able to easily just you know, ride the fuck away, and technically they would starve to death in 2 turns not 5 normally but whatever.
2 - Instant resolve bypasses the entire thing so it IS an exploit if this is intentional.
Aeram wrote:
VDmitry wrote:
This doesn't sound like exploit. Well, they exploited your weakness, that's not bad.
I agree. Walls are for keeping people outside.
Although, one could imagine a mod (or an option in the base game) for cavalery units to be dismounted if so desired in battle), which would diminish their strenghth greatly to avoid the silliness (that saved my day many times by the way : silly raiders ^^ ).
I mean yes I agree however the problem isn't that my horses cant attack the walls necessarily but rather that even though we waited 10 turns - and normally the city would've starved in 2 turns - nobody starved and 0 siege weapons were built. Despite the fact that literally nobody attacked each other. The defender if they choose to sortie out, should lose the battle if they fail to capture the flag in the first turn and the siege should resume with NO siege progress lost, including the damage to levies. Otherwise this favors the defender attacking out for no reason. It's already kind of busted that the AI gets to immediately be the attacker in that battle even though I am the one putting them into siege. Like, I often cannot hit assault in time because the computer hits it first, and the units are massively favored by being able to attack first. Both units with charge and ranged units gain MASSIVE benefits from attacking first.
Updated 3 years ago.
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There are a few problems. (the general problem of both sides stuck in a combat they don't want anymore, and Sorties blocking siege without actually doing an combat)
For a solution
1. Allow units to retreat at the end of a turn(3 rounds) of battle (so you don't have to wait the full 5 turns)
2. Any Turn in a "Sortie" where neither side attacks acts as a turn of Siege (defenders starve, siege engines built)
Yeah this doesn't seem really like a bug. What i can suggest you do in situations like this, leave your flag undefended and let them take it. The AI will always go for the flag as the attacker, you can force a retreat like that.
Yeah this doesn't seem really like a bug. What i can suggest you do in situations like this, leave your flag undefended and let them take it. The AI will always go for the flag as the attacker, you can force a retreat like that.
I know it's not a bug, my problem is the poor design. I tried to force a loss on my end but I couldn't, which is weird you'd think there would be a surrender button or leave this siege button, but nope. Instant-resolve was by far the best way to get through this, I neither lose war score and I gain the city, because instant-resolve cavalry can absolutely attack through walls, it's only when I am in command that they cannot. Which I am sure you can admit is a pretty big oversight too. If cavalry is meant to have this big weakness of being unable to attack through walls, then how come instant-resolve negates it entirely? Granted I never use instant-resolve normally because it's pretty crap usually, but like this is one situation where you can't deny that it's far more effective than any human player ever could be.
Krikkitone wrote:
There are a few problems. (the general problem of both sides stuck in a combat they don't want anymore, and Sorties blocking siege without actually doing an combat)
For a solution
1. Allow units to retreat at the end of a turn(3 rounds) of battle (so you don't have to wait the full 5 turns)
2. Any Turn in a "Sortie" where neither side attacks acts as a turn of Siege (defenders starve, siege engines built)
Yeah, I feel like there should be different rules for sorties, like, they shouldn't last 5 turns. The onus should be on the besieged party to capture the flag of the besieger else they get a draw on the battle and siege weapon/starvation progress continues unimpeded. And the battle should not be 5 turns to begin with, but more like 1 turn baseline and extra turns if they capture the flag.
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perhaps my memory isn't accurate, but botched sorties used to mean the city was lost even if there were home guard units remaining
this way you could take the city by simply defending your flag when the AI exploited its perfect reaction time to gain the first move advantage
i feel the AI being able to pull successive sorties, particularly when you haven't even decided to lay a siege, doesn't feel fair... the defending party lost, it shouldn't be able to keep the initiative or simply be able to do anything at all
another instance when these aggressive retaliation mechanics feel unfair is how a single AI unit is able to retake a lost city several times on the same turn as if "occupying" status does not apply to them
Sortie is just very broken right now. There's a bunch of possible solutions such as hiding fortifications (sortie, after all, means the defenders are leaving their walls for an attack), giving besiegers a relatively easy flag to capture in addition the sortie party's flag, have the Sortie party take attrition damage per turn if units remain within the walls, or giving attackers siege weaponry they would normally build in a siege as reinforcements as the battle goes on.
As it stands now, it's a massively exploitable mechanic for the defender than gives them a massive upper hand. As mentioned earlier in the thread, it basically lets the Sortie party lock up besieging armies for multiple turns - this is especially painful if the besieging army is cavalry heavy and needs siege weaponry to breach the walls; the city defenders can exploit Sortie to prevent the attacking army from building siege and then just hide behind the walls while the besieger can do literally nothing unless the city defenders are silly enough to leave the walls. Being able to Sortie before the attacking around declares their intent to siege is also broken because it suddenly puts the besieging army in a very long zero sum battle where the only way to win, despite having a strong besieging force, is to wipe out every... single... defender... including reinforcements! The defenders just have to capture an easy flag though. :\
Against AI, sure you can just farm them as they suicide into your lines, but against players Sortie is firmly in exploit territory, imho.
a failed sortie counts as a failed battle so eventually the war will be lost by the defender if the defender keeps sorting and then hiding behind walls
but i agree it should be adjusted for sure, also forever siegeing shouldnt be an option either
There are a few problems. (the general problem of both sides stuck in a combat they don't want anymore, and Sorties blocking siege without actually doing an combat)
For a solution
1. Allow units to retreat at the end of a turn(3 rounds) of battle (so you don't have to wait the full 5 turns)
2. Any Turn in a "Sortie" where neither side attacks acts as a turn of Siege (defenders starve, siege engines built)
a failed sortie counts as a failed battle so eventually the war will be lost by the defender if the defender keeps sorting and then hiding behind walls
but i agree it should be adjusted for sure, also forever siegeing shouldnt be an option either
Yeah the problem in my case was that the battle lasts 5 entire turns and if they only lose like, 5 or 8 war score per 5 turns that's still a really long time they can hold out and I was in a war with 2 players. So the other person can end me while my army is locked down.
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Hoping that was constructive in some way. English is not my primary langage.
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