UnofficialCrusaderPatch / UnofficialCrusaderPatch2

Unofficial balancing patch installer for Stronghold Crusader 1
MIT License
429 stars 59 forks source link

Tunnelors: Bugs and wheird things #653

Open Halbarad1 opened 4 years ago

Halbarad1 commented 4 years ago

Hi, I recently tried out playing without catapults by using tunnelors a bit more and found a few things about them.

  1. A tower, destroyed by Tunnelors, does a lot less harm to its occupants then a tower destroyed on another way (by rams or catapults e. g.): The units (arab swordsmen and slaves) on the tower destroyed by the ram remained half their life, the units on the tower destroyed by tunnelors remained at least 4/5 of their life --> tunnelors should take more/ half of the units life
  2. When digged in, the tunnel can only be seen if its in the valley. On plateaus, you can only see the tunnels entrance, not where its heading.
  3. Tunnelors can't harm gatehouses - neither the big nor the small one --> bug, would be nice if that one could be fixed, since spamming gatehouses shouldn't be a way to counter them.
  4. Tunnelors can't directly harm the two big towers, only by attacking the wall next to them. I think it would be nice if there would be an option to modify that tunnelers can attack big towers (difference to other towers could be, that they get damaged and not directly destroyed. Especially since you mostly need more siege against these towers with siege on themselves and not the small ones, who don't reach catapults and don't deal that much damage to your armies.

Even though these changes might make then much stronger, I think that tunnelers would still be rarely used, since they can't cross/ destroy moats with there tunnels (although adding the possibility to destroy (/empty) moats by tunnels would be really really great (already suggested it and a few other things in https://github.com/Sh0wdown/UnofficialCrusaderPatch/issues/152), also other siege engines are much more precise since you can actually target a wall/ tower by yourself and the engines can be added up much more easily (while more tunnelors, attacking at the same time, only end up trying to destroy the same wall/ tower that the first of them already destroyed).

GRhin commented 4 years ago

Good to know about hurting the big towers. I thought they didnt damage them (based on documentation, never really tried). How much damage to they do to the towers by hitting wall next to them? I do think tunnelors should be able to do more damage to big towers, and to fill in some moat (even if its just 1 or 2 tiles at a time, though that would require a slow process to dig moat up as youd need to wait for one tunnelor to finish before starting the next or the subsquent tunnelors do nothing). that would be cool. As you say, they are too easily countered by moat as things stand.

Halbarad1 commented 4 years ago

They do enough Damage so that a small crack appears. Here I tested it out, also with other buildings: I placed a small wall tile next to a building, then destroyed it with an enemies tunneler. Here you can see the amount of damage made by the tunnelers:

Screenshot (13) Screenshot (14) Screenshot (15) Screenshot (16) Screenshot (17)

Church and Barracks were both were next to the same wall. Tested it with only the church next to the wall, it got the same damage.

GRhin commented 4 years ago

The towers should show hp remaining so you can see an exact damage amount