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Thread: Possibilites with forts??

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  1. #1
    Tiro
    Join Date
    May 2007
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    Default Possibilites with forts??

    I noticed that forts are permanent on the map when you build them in DLV. Never sieged or defended one yet, do you get a proper castle like it looks on the map or is it still the crappy wooden thing??

    Anyway with the forts I was wondering if the following were possible and if so what to change?

    1) free up keep of unit's in fort.
    2) Number of free upkeep slots determined by the size of the settlement in the region the fort is built. i.e small village = 1 free upkeep, big city = 3 or something.
    3) to limit forts to one per region to avoid exploit of free upkeep.

  2. #2

    Default Re: Possibilites with forts??

    Quote Originally Posted by MagyarMatt View Post
    I noticed that forts are permanent on the map when you build them in DLV. Never sieged or defended one yet, do you get a proper castle like it looks on the map or is it still the crappy wooden thing??
    As far as I can tell, only the two forts that exist from the start of the campaign are stone forts (i.e., the two Cathar forts in southern France). Any forts that the player builds afterwards are still the wooden camp type.
    Son of Sétanta
    Protected by the Legion of Rahl
    Proud corporal in the house of God Emperor Nicholas
    I am a spark, soon to become a flame, and grow into an inferno...

  3. #3

    Default Re: Possibilites with forts??

    Quote Originally Posted by MagyarMatt View Post
    1) free up keep of unit's in fort.
    2) Number of free upkeep slots determined by the size of the settlement in the region the fort is built. i.e small village = 1 free upkeep, big city = 3 or something.
    3) to limit forts to one per region to avoid exploit of free upkeep.
    1) 2 units get free upkeep per fort as of now
    2) don't know if that ain't hardcoded. it would add more lines to an already loaded script, but if it's not hardcoded, it can be done.
    3) well, GL then. if you can't limit yourself, limiting others sounds only right. ( there might be more than one strategic point per region)
    Last edited by LlamaD; March 22, 2008 at 06:57 AM.


    [..] you seem to like fantasy then. Also you are not much TOLERANT to put that in middle words.
    Voted worst AAR Writer of TWC '08

  4. #4

    Default Re: Possibilites with forts??

    There is only one parameter for free upkeep units within forts. Also there is only one parameter which keeps forts either permanent or being destroyed if empty at endturn, this sadly also applies to the stone forts defined in the strat file at gamestart.

    I am currently working on a submod that adds one stone fort per region. If everything works out well I could remove the possibility to build forts for all factions including the player in the characters file, thus removing the possibility to exploit free upkeep forts and solving a bug that makes the ai build siege towers and ladders for wooden forts. The stone forts come with a rebel garrison which needs to be taken out prior to owning the fort. The AI does not know how to keep forts garrisoned yet, so far i only found a way to keep the rebel stack within.

    Once the AI takes out a rebel fort they will leave it ungarrisoned and ignore it in the campaign but the ownership will change to the AI so taking it will trigger a war. Each fort comes with a unique slave faction general. So if the plaer wants to change the "name of the fort" (aka the rebel stack leader name) to a more historically accurate one he can do so, also he can change the placement of the fort to his liking by changing the strat file.

    So far it's a work in progress and only after every region is done i will know if the AI in general can handle these additional forts and rebel stacks, it might stall a campaign and be totally useless.

    Under the benevolent guidance of jimkatalanos

  5. #5

    Default Re: Possibilites with forts??

    i had that same idea long time ago when stone forts were new but i found no answer to the AI not using forts at all, no attaking them no deffending them, not using them as a human player would in other words.


    so it was a pretty thing to see but it was so badly bugged that i had to recoil and leave it for a bright future of a total war without bugs and flying pink elephants

    indeed it would be cool to have, even if it is for one battle on each in the whole campaing.

  6. #6

    Default Re: Possibilites with forts??

    How did the AI deal with the rebel forts in the Britannia campaign that was in Kingdoms? Assuming it did at all, of course? It's been a while since I played it.
    Son of Sétanta
    Protected by the Legion of Rahl
    Proud corporal in the house of God Emperor Nicholas
    I am a spark, soon to become a flame, and grow into an inferno...

  7. #7

    Default Re: Possibilites with forts??

    If I remember correctly, the AI did use the stone forts in the Britannia campaign.

    Granted, it may not have always been a very logical or intelligent use of forts, but they definitely garrisoned troops in them.
    :hmmm:

  8. #8
    Leonnidas's Avatar Semisalis
    Join Date
    Nov 2006
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    Default Re: Possibilites with forts??

    Quote Originally Posted by Sinister Felix View Post
    If I remember correctly, the AI did use the stone forts in the Britannia campaign.

    Granted, it may not have always been a very logical or intelligent use of forts, but they definitely garrisoned troops in them.
    :hmmm:
    That was the problem, they stayed garrisoned in them

  9. #9

    Default Re: Possibilites with forts??

    Best we can hope for is that the mythical patch for Kingdoms addresses the issue.....( Unlikely if you ask me)

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