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Thread: Taking siege equipment (ballista, catapults, etc.) away from AI?

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  1. #1

    Default Taking siege equipment (ballista, catapults, etc.) away from AI?

    Is there a way I can completely take away all recruitable siege equipment (catapults, ballista, cannons, trebuchet, etc.) from the AI so I don't have to deal with the siege AI sitting there using one ballista to demolish a wall then rushing everything towards my town square?

    Thanks!

  2. #2
    NobleNick's Avatar Artifex
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    Default Re: Taking siege equipment (ballista, catapults, etc.) away from AI?

    Moving this to the mod forums.

  3. #3

    Default Re: Taking siege equipment (ballista, catapults, etc.) away from AI?

    Remove all factions that can build a ballista range (tier 1, 2 and 3) in the EDB or remove the recruitment pools.
    Officer to a soldier who refuses to fight: There three types of soldiers who don't have to fight. They are called KIA, MIA and POW and you are not one of them.

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  4. #4

    Default Re: Taking siege equipment (ballista, catapults, etc.) away from AI?

    You could always remove the siege damage from weapons that are primarily meant to kill infantry rather than damage defenses (ballistae, ribaults, etc.). This means that when artillery comes pounding on your walls, it will actually be able to do some damage rather than wasting 6 minutes.

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