One question here. Do the towers in walls still shoot arrows? I was hoping that this would be eliminated, and as I cant check yet as Im doing a campaign in Briton. Thanks![]()
One question here. Do the towers in walls still shoot arrows? I was hoping that this would be eliminated, and as I cant check yet as Im doing a campaign in Briton. Thanks![]()
My name is pronounced (Test*ick*leez)
Im tired of everyone calling me testicles. Jeez
Yes they are. Why do you think they should not be shooting?
The towers shooting is very unrealistic. First off, you always have towers shooting arrows like machineguns despite not having any archers in a settlement. Retarded. Once in a battle my towers alone killed 2000 men out of the 6000 besieging me. So if you have a reason why you think it belongs I would like to hear it.
My name is pronounced (Test*ick*leez)
Im tired of everyone calling me testicles. Jeez
I assumed that the towers shot arrows on the basis that it would represent the citizens of said town assisting in it's defence.
Of course this would work better in conjuction with a garrison script that would generate some kind of town militia type unit.
My name is pronounced (Test*ick*leez)
Im tired of everyone calling me testicles. Jeez
I've never fought a battle where the towers have been that effective if I'm honest. Still, at least you figured out how to disable them.
Quinn - is it likely that EXRM will feature any kind of garrison script as I've noticed that the other factions have a tendency to have very light garrisons?
The towers are just one of those hard-coded things, to my knowledge. I haven't had too many battles like that where they cause mass attacker casualties.
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Could you point me to it? I'd like to learn how it's done, at least.
Ballistae? I thought it was just normal arrows from the towers.
RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian
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Actually I was able to do it last night. NO more towers shooting ballistae and arrows or boiling oil. Heres the link
http://forums.totalwar.org/vb/showthread.php?t=61323
P.S I was also able to stop siege towers from firing.
Last edited by Needs New Name; December 18, 2009 at 01:13 PM.
My name is pronounced (Test*ick*leez)
Im tired of everyone calling me testicles. Jeez
Ah, good, thank you. I don't know if we'll implement that, but it's definitely worth knowing how to do, and I'm glad you've been able to make the game more enjoyable for yourself.
btw, I have no intention of changing that file, so it should work without additional modding required for as long as you have that installation.
RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian
The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.
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The AI likes to keep light garrisons in all non-frontier areas. A script is theoretically possible, but would take massive effort and be enormous enough to slow game turns by a non-trivial amount. I used to have it for a few key cities, but better game balancing removed the need for it. At this point, it's just up to the player not to take advantage of the AI's poor defensive skills. And don't turn on prefers_naval for Carthage. They just sail up to attack Rome on the third turn every time--it's really annoying, and the AI is completely incapable of defending against that.
RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian
The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.
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Ah right, fair enough. I was just curious as I'd heard of a couple of mods which use them.
I've never had a problem with towers. I always managed to avoid them or took very light casualties before my siege towers took them over.
It is realistic presuming the town is loyal enough that the people of that town can be expected to co-operate with the invaders. Taking out the towers and replacing them with a number of free heavy skirmisher units depending upon the population of the town and the public order rating of the town would make sense.
If a town is disloyal, then the population should be passive in the defense of the city. If a city is presently in rebellion, then a number of units should actually spawn to aid the invaders of the town if that were possible.
But if a leader enslaves or exterminates a town, then they should get a special town-razer trait. If they have this trait the citizens will always defend their town to the full however much they despise the present rulers.
RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian
The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.
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Siege towers fire? When was this?
Also, the only reason I like the towers is because they can destroy siege equipment like rams and towers -- AFAIK that's the only way you can stop them from battering down the gate without TONS of missiles to kill the troops holding it.
M.
I'd be intrigued to have the towers (both siege towers and the towers in the city walls) fire arrows and artillery attacks. Surely it would make sense to the defenders to put artillery up there? And with siege towers I'm constantly reading about the number of ballistas and catapults on them?
Do the large and epic stone wall towers do that already? It would certainly make sense to put artillery up there--I know for a fact that's how Romans defended their forts.
RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian
The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.
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It would be unfair for the defenders to have the tower fire removed as the siege towers have their own fire (independet of the unit) that is very effective against defending units in the walls.