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Thread: 1% Damage per Hit? (Catapults)

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  1. #1
    Vangar's Avatar Tiro
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    Default 1% Damage per Hit? (Catapults)

    Just found out, I lost a siege because my catapults (2 units) couldn't breach the castlewalls.

    Why's that? Balancing or realism reasons? Because they are completely useless this way, at least if you don't take four or five units of catapults with your army, which comes at a cost of assault units.

  2. #2

    Default Re: 1% Damage per Hit? (Catapults)

    Which version? I must admit I use siege units only very rarely but so far all have done their job. Maybe you were too far away and missed all the time?

    Under the benevolent guidance of jimkatalanos

  3. #3
    Vangar's Avatar Tiro
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    Default Re: 1% Damage per Hit? (Catapults)

    Version 5.4 and yes, some shots missed, but at a hit, one unit just did 1% damage.

  4. #4

    Default Re: 1% Damage per Hit? (Catapults)

    Playing 5.4 too and could breach castle walls and first tier city walls with catapults. Once a city or castle becomes a fortress or has huge walls i never take catapults, they need to come to close into enemy fire to hit something and then catch fire pretty fast. Best to use onagers or cannons, or even better no siege units at all .

    Anyhow there are some things you can do to boost your siege units, if you go into edu you can give them more pieces/unit and more ammo. If you edit descr_projectile you can make them more powerful and more accurate.

    Under the benevolent guidance of jimkatalanos

  5. #5
    Vangar's Avatar Tiro
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    Default Re: 1% Damage per Hit? (Catapults)

    Tried a few things, and trebuchets seem to do fine, even though they do way less damage since in previous versions. But the catapults are quite useless, at least against castles. They even need quite numerous hits to tear down wooden walls

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