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Thread: sieges - any mod fixed it?

  1. #1

    Default sieges - any mod fixed it?

    I installed mod

    http://www.twcenter.net/forums/showthread.php?t=353008

    but I spotted main disadvantage that is so fatal, that destroyed all joy of game - when my enemy is trying to siege castle/ city - in first turn - when I try to sally out and attack AI forces - even if I don't have chance to shatter them (but for example I want kill some of enemy soldiers to decrease enemy numbers before siege machines would be ready) - enemy army is coming to walls so close - that my archers are able to shoot them like ducks. What is more - many of them is killed because of fire from castle/city towers.

    Each battle looks lika massacre. AI should move back and stay on safe positions. With that tactic - he army sieging town is just suicider.

    I don't suppose that it's because of mod. But maybe somebody also spotted - and maybe there is any fix for it/

    I played RTW:RTR last time and AI prepared sieges fine...

  2. #2
    Kaledon's Avatar Civis
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    Default Re: sieges - any mod fixed it?

    Disregarding that specific issue, did you take my advice and install the mods properly?

  3. #3

    Default Re: sieges - any mod fixed it?

    first time I installed only mod that is provided by the links. But then I spotted that SS must be also installed and I also copied SS - 6.0, after that I patched 6.1 and isntalled RR_RC. So everything seems to be correct.

    only one time enemy army stayed on the distance - so it was hard to destroy units there could be very dangerous when enemy would complete siege machines.

    now I stopped to play - because I put a lot of archers to cities (they are cheap and good for my tactics) - I'm able to destroy about 40-80% enemy army when I'm attacking them before siege machines are complete (sorry about that mention, in my linked post that computer can get siege machines immediately - as I understand they "exist" but enemy can't use them - so it's not bug).

    With such resulsts - my enemies cannot win with me - so the game is not fun - it's like cheating.

    it's also without sense to abandon such attacks - because it's important for defender to have possibility to prepare attack on enemy
    Last edited by marcius2000; April 28, 2010 at 03:21 AM.

  4. #4
    Byg's Avatar Read The Manual
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    Default Re: sieges - any mod fixed it?

    This in general is one of the most annoying problems with total war games. In RTW as I recall ai siege behaviour, when sallied against, was totally messed up and units would get shot down by standing within tower range. In M2TW they didn't fix this issue but instead caused the ai armies to remain stuck in a fixed line at a distance. This meant that you could march your entire army behind them and shoot or charge them in the back. Kingdoms was no different. So I assume if you have installed correctly and the ai is going back to its old RTW bad behaviour (rather than kingdoms bad behaviour), this may be linked with http://www.twcenter.net/forums/showthread.php?t=253132, possibly.

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  5. #5

    Default Re: sieges - any mod fixed it?

    I played RTW - Rome Total Realism (last version) - AI prepared sieges not perfect - but better - much more better - attacker always take army to stay on the distance from walls. Good distance. So successful atack dependent on some factors - for example - if enemy didn't have cavalry I can come closer and shoot his soldiers. But it's quite realistic - I was able to harm him, because he don't had proper army. If he had cavalry - it was risky to attack - because AI always charged on my skirmishers, and if I didn't have my riders - my skirmishers could be shatterd (when fight began his foot soldiers tried to help their comrades - many times, because I didn't count his abilities properly - he was able to deal my serious casualties). So in RTW - last version of Realism mod sieges were conducted fine.

    But what I saw here - is absolutely awful - enemy is closing to walls - so my archers are able to shoot him from walls - even without leaving city/castle.

    If this is common problem - maybe somebody will ask what modders of RTW - RTR did to implement really good solution (as I mentioned - this solution isn't perfect and sometimes AI makes mistakes - but is really better)

    ps - one time - as I mentioned AI conducted siege very good. He pulled his forces back on the distance and I lost a lot of soldiers trying to destroy his units by crossbowmen fire (I even lost my prince charging). Maybe because of my tribuchet and margonel in the city - he was affraid of their fire. But what about archers and towers' fire? He like them? It's not good to be killed by tribuchet but it's ok to be killed with arrow??

    But normal situation - battle -> his soldiers come to walls and stay -> my archers shoot them like ducks - 3-5% of my soldiers die -> 40-80% of his soldiers die - siege is over.
    Last edited by marcius2000; April 28, 2010 at 03:40 AM.

  6. #6

    Default Re: sieges - any mod fixed it?

    I never had this problem in RTW, M2TW, SS, or earlier versions of SS RR/RC. Back then the enemy just retreated out of range of archers and towers and waited me when I sallied out. But now they go stand straight front of my walls and get killed easily. Could be just bad luck thought. But I rarely sally out so it isnt big problem for me.
    Last edited by Praefectus praetorio; April 28, 2010 at 03:46 AM.

  7. #7
    Graeme's Avatar Tiro
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    Default Re: sieges - any mod fixed it?

    Ive had this problem in earlier versions but not in the March version of this mod. I sallied out as Byz to attack a mixed Turk army, who moved away from the walls/archers firing range. When I got my men out and launched attacks they fought me off and I had to settle for a draw. It was probably the first time Ive struggled on this type of attack as in the past as said above they stand within range and get mullered or I get archers out and muller them without them coming forward, this time when I got some archers close enough to attack, they were beaten back by Siphai lancers. The melee units got stuck in then but so did all theirs, plus their javelin men and general in the end I pulled back, a fighting retreat and from the results at the end I took more losses then they did. I was impressed as they enveloped me and beat me back but it was a general with a healthy amount of stars. I remember captains usually stood there and took punishment in the past. Havent had a chance to check this out of April version.
    Last edited by Graeme; April 28, 2010 at 04:50 AM.

  8. #8

    Default Re: sieges - any mod fixed it?

    Germanicu5 hasn't been around for a while, AFAIK he was working on this.

  9. #9

    Default Re: sieges - any mod fixed it?

    Graeme:

    To be sure - to install last verstion I:

    installed 2 files of SS 6.0

    http://www.megaupload.com/?d=7QZ2PSCD
    http://www.megaupload.com/?d=JBVK68J5

    Then downloaded and installed this patch:


    http://www.twcenter.net/forums/showthread.php?t=159996

    (6.1 patch)

    because with that: (6.2) game didn't work

    http://rs582.rapidshare.com/files/26...for_SS_6.0.exe

    http://www.twcenter.net/forums/showthread.php?t=302184

    http://www.twcenter.net/forums/showt...67#post5782167




    then I installed RC - RR

    http://www.megaupload.com/?d=N3JZNG27
    http://www.megaupload.com/?d=289URIK3

    with some "april patch" (of course I executed these task_files files they mentioned after installing RC-RR)

    http://www.megaupload.com/?d=5IS284I3

    *********************************************************************************************

    I have stated - that you could be right - I just started some battles /sieges/ for testing and AI - sometimes AI is pulling back - and sometimes not. There is no rule as I spotted. But - what I saw - if he is coming to walls he comes very near, more "near" than usually. I suppose that something works bad with AI and he simply don't "see" walls and don't understand the danger

    one time he came just to walls - it looked like he didn't see them. his soldiers almost touched walls - anyway, they didn't move - only stand in fron of my soldiers (who were inside)

    ps - I played in "late" campaign
    Last edited by marcius2000; April 28, 2010 at 10:03 AM.

  10. #10

    Default Re: sieges - any mod fixed it?

    ps - what is this? was it implemented? Maybe it fix some things I mentioned before?

    http://www.twcenter.net/forums/showt...99#post5026499

    Should be install it? I got some problems when I tried to install SS 6.2 mod - so I'm using 6.1 (is RR+ RC compatibile with SS 6.2???)

    Does that mod of Germanicu5 implemented to "that" mod? Or should be install it????

  11. #11
    Byg's Avatar Read The Manual
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    Default Re: sieges - any mod fixed it?

    That is what you are using and what I was suggesting may be causing your problems, but wether it's a worse problem than the default fixedbattle line syndrome is debatable.
    Last edited by Byg; April 28, 2010 at 11:19 AM.

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  12. #12

    Default Re: sieges - any mod fixed it?

    Byg: so it was implemented?

    I don't understand one thing also : is Real Combat / Real Recruitment Compilation compatibile with SS 6.2 or not? Because I installed that mod on SS 6.1

    There is nothing more to install to fix that problem I mentioned?

  13. #13
    Byg's Avatar Read The Manual
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    Default Re: sieges - any mod fixed it?

    Read the 1st post of the RRRC compilation thread to see what it contains.http://www.twcenter.net/forums/showthread.php?t=300716

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