[Beta]Sieges Optional submod - Updated 2019-03-28
So, tinkering around, I've managed to make the stupid siege battles entirely optional vs the AI
Basically, for all cities, major and minor, the holdout time is now 1 turn, so if you want a field battle instead of a siege battle, you lay siege, end the turn, and they will sally every time.
If anyone is interested, here is what I've got so far
DeI Optional Sieges Submod Beta
Change log:
Rev1:
All major cities have -15 holdout time
AI set to always sally on an attack on minor cities
Rev2:
Renamed the pack file for those who don't use a mod manager (named it so it overwrites DeI by default)
Rev3:
Renamed table to prevent values overwrite
Rev4:
Added -15 modifier to ports - towns with ports will take 2 turns (the double factor), and the sally modifier does not affect them, so best solution I could think of
Rev5:
Updated for 1.8.4b, modified the difficulty table which was adding 5 turns to sieges
Re: [Submod proposal] Option siege mod
Re: [Beta]Sieges Optional submod
On it. Give me a bit to test, then I will separate pack and release
Alright, it's up
Let me know!
Updated, changed the name so it loads in the correct order for those who do not use a mod manager
Updated, tables renamed
Updated, holdout modifier added to docks
Re: [Beta]Sieges Optional submod
Rev4, works good so far ^^
Re: [Beta]Sieges Optional submod
Excellent!
I am trying to figure out how to get rid of the defensive battles, without any luck
Re: [Beta]Sieges Optional submod
Finally! Can't wait to try thanks!!!
So still sieges with ports?
Re: [Beta]Sieges Optional submod
Sort of - they last 2 turns
So you have to siege, end turn, end turn
Because what happened is all city holdouts are 1 turn... and ports double that xD
Also, if they have a port, the sally modifier doesn't work, so if they are a minor settlement with a port, if you assault there are the usual odds for a streetfight vs open turf battle
Re: [Beta]Sieges Optional submod
Quote:
Originally Posted by
Santini
Sort of - they last 2 turns
So you have to siege, end turn, end turn
Because what happened is all city holdouts are 1 turn... and ports double that xD
Also, if they have a port, the sally modifier doesn't work, so if they are a minor settlement with a port, if you assault there are the usual odds for a streetfight vs open turf battle
So you cannot have field battles with minor settlements with ports still? I mean in a field with no town?
Re: [Beta]Sieges Optional submod
You can - it just takes an extra turn, unfortunately
Lay siege, and the end of the next turn they'll attack (as the holdout time is 2 turns)
Re: [Beta]Sieges Optional submod
This sounds great - I've always hated the number of settlement battles in TW. Fields are always more fun - with the occasional siege for variety.
For defence can't we just select the "sally forth" button?
If not, how about -ve public order for armies in settlements so we won't station armies there in the first place (the AI can receive a public order buff to negate the effect - as it wouldn't know not to move its armies out the towns)?
Re: [Beta]Sieges Optional submod
Do you have a sally option from fortified cities?
Re: [Beta]Sieges Optional submod
Quote:
Originally Posted by
Santini
You can - it just takes an extra turn, unfortunately
Lay siege, and the end of the next turn they'll attack (as the holdout time is 2 turns)
Ah nice! No problem with that thank you!
Re: [Beta]Sieges Optional submod
Re: [Beta]Sieges Optional submod
This submod has almost saved this game (not to mention DeI)...
I say almost because it doesn't get round the offensive siege AI. I thought stationing my army outside the settlements would get round this, and it was close, but the AI refuses to advance on my fort (whilst in the battle). They just stand there waiting for me. Slightly unfair, and I ain't going to spend 30 minutes fast forwarding through a battle to get a hollow, useless victory.
Unfortunately, no matter what I try, there's no way round this really dodgy AI :(
Any thoughts on fixes Santini?
Re: [Beta]Sieges Optional submod
Quote:
Originally Posted by
rjacko10
This submod has almost saved this game (not to mention DeI)...
I say almost because it doesn't get round the offensive siege AI. I thought stationing my army outside the settlements would get round this, and it was close, but the AI refuses to advance on my fort (whilst in the battle). They just stand there waiting for me. Slightly unfair, and I ain't going to spend 30 minutes fast forwarding through a battle to get a hollow, useless victory.
Unfortunately, no matter what I try, there's no way round this really dodgy AI :(
Any thoughts on fixes Santini?
Err can't you just sally out? Also I am very interested in using this mod as I am sick to death of sieges, is it 0.9 compatible?
Re: [Beta]Sieges Optional submod
I had no part in making the mod, but yes, it should work with .9 just fine based on the tables used.
Re: [Beta]Sieges Optional submod
I guess if you get attacked by a fleet you still have city port battles?
No not working for me :(
Quote:
Originally Posted by
Ano2
Err can't you just sally out? Also I am very interested in using this mod as I am sick to death of sieges, is it 0.9 compatible?
Well the offensive AI usually does not siege and attacks immediately so you still have horrible city battles unfortunately :( There is no way to sally out if your immediately attacked...
Quote:
Originally Posted by
ABH2
I had no part in making the mod, but yes, it should work with .9 just fine based on the tables used.
Well I can't get it to work not sure why or if it is outdated?
Ok so I went ahead and modified 0.9 with the same -15 value for cities, towns, and ports but the sieges still last without any sallying so Im not sure how this mod works at all?
Re: [Beta]Sieges Optional submod
Only towns without ports will sally out.
Towns with ports have a 2 turn hold out, you have to wait.
I'm not sure about walled settlements. Read Santini's comments on the previous page.
ANd yes, only for defensive. This mod is a baby step inthe right direction but couldn't get any further. We have to wait until CA improve AI. They are working on it as confirmed by the moderators in the official forum.
Re: [Beta]Sieges Optional submod
Quote:
Originally Posted by
rjacko10
Only towns without ports will sally out.
Towns with ports have a 2 turn hold out, you have to wait.
I'm not sure about walled settlements. Read Santini's comments on the previous page.
ANd yes, only for defensive. This mod is a baby step inthe right direction but couldn't get any further. We have to wait until CA improve AI. They are working on it as confirmed by the moderators in the official forum.
Thanks. So this mod still works with 0.9? I could not get it to work and then tried updating 0.9 myself by giving the same -15 for cities, towns, and ports but my offensive sieges still last without any sallying by the AI in towns with or without ports. Not sure what I am doing wrong?
Re: [Beta]Sieges Optional submod
Quote:
Originally Posted by
auboy
Thanks. So this mod still works with 0.9? I could not get it to work and then tried updating 0.9 myself by giving the same -15 for cities, towns, and ports but my offensive sieges still last without any sallying by the AI in towns with or without ports. Not sure what I am doing wrong?
I stopped using this mod for 0.9 because it only half fixed the problem and didn't quite seem right. So I can't confirm. You can easily tell when the mod is working because all settlements with ports and all walled settlements have a hold out time of 2 turns.
All minor portless settlements have longer hold outs but the AI will always sally.
This is all I can offer.
CA are releasing the next patch this week, hopefully we'll see some AI improvements. They've been working on it for a long time and the forum guys keep mentioning they're working on AI.