GAME INFORMATION
These details are CRITICAL; DO NOT skip them or your issue may not be reviewed.
- GAME BUILD #: current
- GAME PLATFORM: Steam
- OPERATING SYSTEM: Windows 11
ISSUE EXPERIENCED
DESCRIBE THE ISSUE IN DETAIL (below). LIMIT TO ONE BUG PER THREAD.
so im not sure if this is a known bug. i know pillars are a point of discussion since a long time and that its “good” to attack them instead of the “wall”; i never looked to close into it.
Yesterday i noticed my (imperial, Hausa) mortar reducing “pillars” from 7500 to 500 hp in one shot, despite ‘only’ having 875 x2 (vs walls) = 1750 attack. Against “walls” it performed normal.
7000hp = 1750atk x 4… so the mortar gets a hidden 4 x against pillars, but not walls or other buildings.
REPRODUCTION STEPS
List CLEAR and DETAILED STEPS we can take to reproduce the issue ourselves… Be descriptive!
Here’s the steps to reproduce the issue:
- play hausa (?)
- have spanish opponent (?)
- shot at pillars
i had no time to recreate it with other civs, sry
frequency thereby also unclear
EXPECTED RESULT
What was SUPPOSED to happen if the bug you encountered were not present?
pillar strong.
but pillar weak
edit:
civ doesnt matter → see test below
Frequency = 100%; consistant
ok, i did some testing today. dont know if this is old news for u, so let me know
talking to you, treaty gang
apparently there are some factors, that influence how much damage a mortarshot deals to walls/pillars. the biggest factor seems to be the angle in wich a wall is constructed and if the targeted pillar is connected to small or long walls.
red marks the target
point = pillar, line = wall (short line = short wall)
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the sharper the angle connected by the pillar, the more damage this pillar receives.
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single pillars and single walls get the same ammount of damage
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if there is a wall with pillars, walls receive less damage than pillars if targeted
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if the pillar connects a long wall with a long wall, it receives more damage, compared to a long wall connected to a short wall
the most stable wall (with pillars) is perfectly straight. the least stable is two long walls in a sharp angle. there are some odd cases where walls are connected in a “grid” or a “Y” where u can oneshot entire wall sections by targeting the central pillar (but i struggled to recreate that reliably)
also… somebody had already explained this, but i dont remember who
pillars are strongest if they are single. as soon as you connect them with small wall segments, they form a community and express their solidarity by taking all the same ammount of damage
here is the replay of my testing
Aufgezeichnete Spiele 2024-11-10 23-25-15.age3Yrec (8.3 MB)
the actual testing starts arround 6mins into the replay
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Is this just a thing that’s always happened? Or is this somehow related to the pillar aura? That would seem weird but this game is full of weird.
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I dont know how walls work ^^’ so i cant tell if its from the aura or not. But the damage is always consistant, if you try the same set up again and again
(there is some minor variation, because im only human and i cant build walls with exactly the same angle and length etc.)
Im surprised nobody talked about this yet… so i imagine it has to be from the “recent” wall rework … would be really strange if it went undetected since 2005
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Ah maybe i should write some numbers for people who dont watch the replay…
Walls have 7500 hp
(In theory) Mortars deal 1750 damage against walls
7500-1750 = 5750 hp expected after 1 shot
In reality i get varying results, most of the times its either arround 5750hp or 4000hp or 2250hp (in some extrem cases 500hp or less)
If we translate that to “damage” we understand this means 1750dmg or 3500dmg (=2x1750) or 5250dmg (3x1750) or even 7000dmg (=4x1750)
… Im not sure, but i think i once saw a mortar oneshot a wall, this would potentially mean a 8750 dmg (=5x1750)! case
So we see, wall mechanics connected to length and angle result in multiplication of damage. I dont know how the wall aura works, but my guess is, that in those situations wall auras overlapp and the original 1750 dmg gets stacked
2 overlapping auras would result in 3500 dmg
But you dont always get nice numbers, often you have something like 2317 hp left… its close to 2250, but not exactly… so there needs to be an additional factor. Maybe the mortarshell doesnt hit exactly the same spot, so the shell might land a few pixels further away from the pillar resulting in reduced damage through splash damage getting multiplied afterwards
thats how i
imagine auras to work
dark green would be the pillar aura
light green would be the wall aura
i dont know if wall auras are ellipsoid or circular
this model would explain why angles lead to aura overlap
(if we assume aura overlap is responsible for our problem)
and why sharp angles are worse than obtuse angles
A) we see as little overlap as possible
B) auras start to overlapp; youll hit 2 auras most of the time
C) + E) maybe wall auras are circular and their size is determined by the lenght of the wall. this would mean long walls have an immensely greater aura compared to short walls. This would result in more overlap between two long wall auras in an angle and explain why they receive more damage.
D) overlap of 3 auras