Zelos Feb 24, 2013 @ 9:10am
Permanent Storms! Can't destroy Citadel.
We tried to destroy the second and last citadel today. However there was always some kind of strom cast by the Demonguy. The Soldiers die before they can finish the job.
How is that supposed to work?
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tigersfan  [developer] Feb 24, 2013 @ 10:00am 
The permanent storms on the citadels are intentional, but most forms only do 1 damage per turn, and the worst only does 2 damage per turn, so a soldier with 9 power shouldn't have much trouble lasting 2 turns in it: one to arrive on the tile, one to actually destroy the citadel.

If there are world-map-monsters making it harder, those may need to be dealt with first.

If the threat from wild-monsters (the % Danger-to-NPCs number) is high and causing extra damage, then it helps to have 2 other NPCs within 2 tiles distance to provide support against that, and if there are any other dangerous-but-destructible tiles nearby (the closer, the more impact they have on the danger; anything more than 3 tiles out has no effect) destroying them will help. If there's a nearby tile that can be built into housing or something else like that, it can help. Even the simple fortification tiles that can be built lots of places help there.
Drake Feb 24, 2013 @ 10:39am 
And if you take over a Military Industrial Complex you can build fortifications for your soldiers without consuming their action for the turn. So you can move them in, then build a fort or two on the next turn without depleting anyones action. Then they can still kick ♥♥♥ at the end of the turn and take out the citadel.
Last edited by Drake; Feb 24, 2013 @ 10:40am
Zelos Feb 24, 2013 @ 11:11am 
It seems we overlooked all those things when victory was near. After it failed we assumed there had to be a way to stop the weather.
BBX Feb 24, 2013 @ 3:09pm 
If you build several important buildings next to each other you can trick Demonaica into casting electrical storm, freeing up the Citadel.
LiquidAvatar Mar 17, 2013 @ 11:01am 
I haven't attacked a Citadel yet, but also consider the work that your clinics can do. If you have 2 clinics up and running, they'll heal the damage from the prior turn before your units can take damage again.
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