I was thinking about this... in the future, maybe u guys could take the sieging a step up. Or have you thought of this already?
Im sure u could dig up alot of cool sieging weapons.
(Thought, maybe its not necessary?)
cheers
I was thinking about this... in the future, maybe u guys could take the sieging a step up. Or have you thought of this already?
Im sure u could dig up alot of cool sieging weapons.
(Thought, maybe its not necessary?)
cheers
Imho, the only addition that can make a difference here would be mining.
Sure, there were different types of rams, ladders (like sambucas) - but it's quite close to what's in the game already...
Maybe ramps? But it may be tough to implement properly.
Don't believe it is possible.
From what I recall, there will either be no or a very limited presence of cannons, with their power diminished some so that a siege is more difficult than it was in Vanilla.
I'd also maybe like to try and drag out the time it takes to build siege weapons at the city/fortress, so that you cannot merely hit a town, build stuff up (If a full stack) and beisege the very next turn.
I asked about this before, it's not going to happen. Too much work involved, plus I don't think the BC team has an animator.
Unfortunately, we don't have the animator that can deal with these matters.
I'm Hijacking this thread rather than making my own: Is it possible to extend the amount of time needed to construct siege equipment once you besiege a city? That could really help against the player exploiting the AI by doing a lightning strike of an attack and conquest of a city in the matter of two turns.
Making it so for instance you can never construct (Even with a full stack) siege equipment in less than 2 turns would really make sieges a much more difficult decision to make, and I don't think it'd negatively effect the AI as I never really see them attack-change turn-besiege. That's typically the player.
Actually I disagree.
Firstly, the implementation of the garrison scripts is one reason. The player can expect to face serious opposition when sieging any important settlements.
Secondly, I plan to implement field scripts that will deduct some cash whenever the player besieges a settlement. This is to simulate the fact that sieges are costly affairs and that waiting out for the enemy to simply starve will cost you serious $$$. So that the player will have real incentives to properly outfit his besieging army and try to take the city ASAP.
Given these two facts, extending build times could become crippling and counterproductive.
Sounds good then. :original:
Good plan Mirage, like the mongol, I too feel like a dirty bastard when I sneak up with some elite infantry and a catapult/trebuchet on unsuspecting settlements.
"Aut viam inveniam, aut faciam." -Hannibal Barca
http://[IMG]http://img52.imageshack.....png[/IMG]
Mind you, garrison scripts occur only for settlements I deem as 'important'. Imporant meaning that they are a historical or core settlement for another faction. So don't worry about large super garrisons in some crappy brown-neck town in the hills. Just don't wait for constantinople to become empty and think it will stay empy when you lay siege.
Speaking of the garrison scripts. Will they work for you as the player, say if I'm KOJ and the Ayubbids besiege Jerusalem, will I get some help defending it?
"Aut viam inveniam, aut faciam." -Hannibal Barca
http://[IMG]http://img52.imageshack.....png[/IMG]
Not a chance.
The game is easy enough as it is.
Maybe we should help the enemy besiegers in very important settlements defended by the player!