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Thread: [Beta]Sieges Optional submod

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    Santini's Avatar Labra lege - non curo
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    Default [Beta]Sieges Optional submod

    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
    Last edited by Santini; April 25, 2014 at 12:38 AM.

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    skysyk's Avatar Signifer
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    Default Re: [Submod proposal] Option siege mod

    i would like to test ^^

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    Santini's Avatar Labra lege - non curo
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    Default Re: [Submod proposal] Option siege mod

    On it. Give me a bit to test, then I will separate pack and release

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    Santini's Avatar Labra lege - non curo
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    Default Re: [Betal] Option sieges submod

    Alright, it's up

    Let me know!

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    Default Re: [Submod proposal] Option siege mod

    Updated, changed the name so it loads in the correct order for those who do not use a mod manager

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    Default Re: [Betal]Sieges Optional submod

    Updated, tables renamed

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    Santini's Avatar Labra lege - non curo
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    Default Re: [Beta]Sieges Optional submod

    Updated, holdout modifier added to docks

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    skysyk's Avatar Signifer
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    Default Re: [Beta]Sieges Optional submod

    Rev4, works good so far ^^

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    Default Re: [Beta]Sieges Optional submod

    Excellent!
    I am trying to figure out how to get rid of the defensive battles, without any luck

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    Aquilifer
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    Default Re: [Beta]Sieges Optional submod

    Finally! Can't wait to try thanks!!!

    So still sieges with ports?
    Last edited by auboy; April 28, 2014 at 04:36 PM.

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    Default 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

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    Aquilifer
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    Default Re: [Beta]Sieges Optional submod

    Quote Originally Posted by Santini View Post
    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?
    Last edited by auboy; April 29, 2014 at 04:32 PM.

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    Santini's Avatar Labra lege - non curo
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    Default 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)

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    Cornicularius
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    Default 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)?

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    Santini's Avatar Labra lege - non curo
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    Default Re: [Beta]Sieges Optional submod

    Do you have a sally option from fortified cities?

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    Aquilifer
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    Default Re: [Beta]Sieges Optional submod

    Quote Originally Posted by Santini View Post
    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!

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    Default Re: [Beta]Sieges Optional submod

    Thanks you Santini !

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    Cornicularius
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    Default 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?

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    Ano2's Avatar Hastatas Posterior
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    Default Re: [Beta]Sieges Optional submod

    Quote Originally Posted by rjacko10 View Post
    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?

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    ABH2's Avatar Hastatas Prior
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    Default 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.

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