安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
My onliest problem is comming and going into the sieged city. I can understand armies from ouside helping/re-enforcing, but the actual army WITHIN that sieged city should be captured, the city closed off.
forcing an attack at disadvantage when you siege a castle is because in what world you empty your castle of troops and expect it to not be taken by the enemy when the castle is gosh dangit empty
also forcing an attack while at disadvantage should only be able in moments where you are 3 turns away from breaking in, or there are literaly no units on the castle or the amount of units it's somewhat like this:
10% units defending the castle
90% units atacking the castle
because i don't understand why i should be polite and wait 6 turns when there are no units defending the castle and i can just put a ladder clim up the ->EMPTY<- castle and say
"YOINKS is mine now"
yes no literally any of the 2 options i have said before would fix the problem, either stop the units coming in and out or give the attackers the ability to force entrance at disadvantage because the npcs abuse this too much and it's just sooo anoying to dealt with every gosh dangit time
also YES i have nothing against unit coming from outside to reinforce or assist the defenses of the castle, my issue is only with the units inside the castle going in and out as if there is not a siege going on right now
The very definition of a siege is blocking the besieged from moving back and forth freely. The fact that they can do so and even leave the city empty while you're frozen in place for turns on end is a bit ludicrous and needs fixing.
The siege engines and/or spells reduce the time the siege takes.
The whole point of having walls is that yes, a ten year old with a pen knife can defend the city if the attackers don't have siege equipment.
Your assuming that the scenarii is 1 tier 1 unit against a max out megacity
Read the discusion to find out about the problem
Oh also the thing about attacking early but with debufs? THE DUMBEST IDEA EVER.
So what we got is that i move my scout to your capital, we are allies, i siege your capital and immediatly attack, you don't have any units there so i win by default, then i just raze it to the ground in a turn cuz i got that cool ability. Your capital is gone, your ruler is in danger.
Think the guy I was watching took it from 6 to 3 with just onagers.
It makes your own cities more prone to attacks because you had to commit multiple armies too, either that or you go in with less and ai can just pretend your siege doesn't exist and move in and out of the city at will,
That is true still it is missing the point
The issue is that while you siege a castle the units defending the castle should not be able to run around freely as if there was no siege going on, and if the enemys leave the castle empty because there is still 4 turns before the siege breaks the castle wich npcs do all the time
You should be able to takee the castle if they flee instead of wait in line 4 turns more against an empty castle
Or have least make a siege a siege and while a siege is going on the ones defending cant leave the castle
It simply makes sense that the besieging forces would get a chance to intercept the movement out of the city.