Songs of Syx

Songs of Syx

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markymrk Jan 2, 2022 @ 2:18pm
attacking cities
just watched the video for attacking other civilisations.
confused!!! can i not physically invade and attack the actual city ie fight on their province map which contains the city and then breach the walls and enter city with my army.
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Showing 1-13 of 13 comments
Gamatron  [developer] Jan 3, 2022 @ 12:18am 
No, you can only fight field battles. Attacking cities is auto-resolve only.
markymrk Jan 3, 2022 @ 1:45pm 
Thanks for the reply.
Do you have plans to give the option of physically attacking cities later on?
Gamatron  [developer] Jan 4, 2022 @ 1:58am 
Originally posted by markymrk:
Thanks for the reply.
Do you have plans to give the option of physically attacking cities later on?

I'm going to explore the possibility. There are a lot of challenges. First the AI needs to understand how to defend a city, then I need to generate cities, which is not easy.
Keyoke Aug 27, 2022 @ 5:56am 
Hey, bought this game and loving it so far. I think for now the option to have the city sieges as a field battle would be nice. I was super looking forward to a battle and disappointed I could not actually fight the siege. That said, this game is fantastic otherwise! Kind of my dream game.
Hazuki-chan Oct 30, 2022 @ 4:55pm 
Originally posted by Keyoke:
Hey, bought this game and loving it so far. I think for now the option to have the city sieges as a field battle would be nice. I was super looking forward to a battle and disappointed I could not actually fight the siege. That said, this game is fantastic otherwise! Kind of my dream game.

Having a field battle stand in for a siege battle may not be ideal in some respects, but it is definitely a viable (and in my opinion attractive) compromise until/unless actual siege battles are implemented. I too found the auto-resolve only option unfortunate; I can't even tell why my army is supposed to lose.

As a guess, I assume my forces (outnumbering the enemy 150 to 101) have far too little training and equipment per soldier, as I raised the mobile force quite recently compared to my better-trained garrison. But the world map only really seems to show the enemy's numbers - not their actual strength, which can be quite different from their mere number as I understand it, based on the amount of gear and training they have (or lack).

Edit: I now see that it was probably just that we were jumping the gun; settlements are quite easy to take if you wait a while for the siege to improve your odds.
Last edited by Hazuki-chan; Oct 31, 2022 @ 1:36pm
Big Dog Oct 31, 2022 @ 10:07am 
Originally posted by Gamatron:
Originally posted by markymrk:
Thanks for the reply.
Do you have plans to give the option of physically attacking cities later on?

I'm going to explore the possibility. There are a lot of challenges. First the AI needs to understand how to defend a city, then I need to generate cities, which is not easy.

Perhaps you can have people put their cities on up on the Steam Workshop to be used as cities to invade.
Originally posted by Smokey The Bear:
Originally posted by Gamatron:

I'm going to explore the possibility. There are a lot of challenges. First the AI needs to understand how to defend a city, then I need to generate cities, which is not easy.

Perhaps you can have people put their cities on up on the Steam Workshop to be used as cities to invade.
now THAT would be wild
Hazuki-chan Oct 31, 2022 @ 1:36pm 
Originally posted by Albob:
Originally posted by Smokey The Bear:

Perhaps you can have people put their cities on up on the Steam Workshop to be used as cities to invade.
now THAT would be wild
Could even select a collection of cities to form a library for the game to assign evenly between the cities on the world map in a given campaign, from the best fan submissions, based on specific guidelines and such... One possible problem would be the time and effort spent looking through map candidates for this, might have to delegate that to a community rep or something?

Might still be a lot of siege mechanics to consider, though. Primarily, what to do about walls, and quite possibly whether the AI units can find their way around buildings in even a fairly spacious grid layout.

The whole trouble with ambition, I suppose, is it's very easy to go "Oh! It'd be cool if..." and end up with a to-do list longer than the Kardashians' collective surgical history.
daggaz Nov 3, 2022 @ 4:02am 
Originally posted by Smokey The Bear:
Originally posted by Gamatron:

I'm going to explore the possibility. There are a lot of challenges. First the AI needs to understand how to defend a city, then I need to generate cities, which is not easy.

Perhaps you can have people put their cities on up on the Steam Workshop to be used as cities to invade.

You could even use the cities as a training set to teach a neural net how to randomly generate human looking cities that, for the most part some of us humans aside, would be functional. He would need a lot of cities for that, but it would be so cool and in the meantime yes please to invading user generated cities.
markymrk Nov 3, 2022 @ 11:47am 
i dont know how it all works with programming stuff like this but could you not involve the syx community to build cities to certain specs as laid out by gamatron. If your city is acceptable and then used, it can be named after the creator in game.
Hazuki-chan Nov 3, 2022 @ 12:29pm 
Originally posted by markymrk:
i dont know how it all works with programming stuff like this but could you not involve the syx community to build cities to certain specs as laid out by gamatron. If your city is acceptable and then used, it can be named after the creator in game.
That last bit rings warning bells for me. I do not want to be told my troops are gathered outside xXxW33dsm0kurvilleLOLxXx for a siege...
markymrk Nov 3, 2022 @ 1:39pm 
lol very funny, Obviously the name would have to reflect the spirit of the game.
daggaz Nov 4, 2022 @ 12:06am 
Orcraep seems like such a quaint and pleasant place, look at all the cottages.
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Date Posted: Jan 2, 2022 @ 2:18pm
Posts: 13