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  1. #1
    Athenogoras's Avatar Campidoctor
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    Default Walls

    From what I know there are very few(if any) examples of any succesfull assault of fortified cities.(with citywalls) in the mods timeframe
    Could this be reflected in the mod(if it is true that is).
    I know the mod Aristeia has disabled sappingpoints(disabled in descr_sm_factions) and siegetowers(done is descr_walls by setting siegetower too small). I would also suggest disabling towerballistas and lowering frequence or arrows.
    This only leaves options ram and starvation and would at least make it a little harder for the player to assault. Perhaps it will also induce the AI to attack sooner cause in my experience they usually wait till they have like 4 siegetower, 2 sappingpoints and 3 rams and 36 ladders.

  2. #2
    ROFL Copter's Avatar Vicarius
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    Default Re: Walls

    Dont forget the longwalls.

  3. #3
    saxdude's Avatar Vicarius Provinciae
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    Default Re: Walls

    Long walls? but yeah i agree with most points.

  4. #4
    Athenogoras's Avatar Campidoctor
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    Default Re: Walls

    ROFL Copter is probably referring to the long walls of Athens creating a safe corridor from Athens to Piraeus, thereby forcing the besieger to have superioty both on land and sea.
    I dont know if Athens where the only one to have walls connecting City and Harbour. It was probably the biggest one though.

    I guess it would be hard to implement in game though. You could though change the description of large/or huge city walls to read "long walls" instead. The appearance of the normal citywalls can be modded to remain the same(I think the large and huge walls are to big) but it will still count as huge walls by the game and though it will last longer when sieged

  5. #5

    Default Re: Walls

    Quote Originally Posted by Athenogoras View Post
    ROFL Copter is probably referring to the long walls of Athens creating a safe corridor from Athens to Piraeus, thereby forcing the besieger to have superioty both on land and sea.
    I dont know if Athens where the only one to have walls connecting City and Harbour. It was probably the biggest one though.

    I guess it would be hard to implement in game though. You could though change the description of large/or huge city walls to read "long walls" instead. The appearance of the normal citywalls can be modded to remain the same(I think the large and huge walls are to big) but it will still count as huge walls by the game and though it will last longer when sieged
    Carthage and Syracuse also had walls that did the same as Athens's walls

  6. #6
    saxdude's Avatar Vicarius Provinciae
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    Default Re: Walls

    They would also be able to use ladders, though i would really want the tower ballista arrow's to be lowered 2 notches or 3, you'd think that those huge shields would protect them from the arrow's.

  7. #7
    Athenogoras's Avatar Campidoctor
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    Default Re: Walls

    They would also be able to use ladders
    If siegetowers are disabled the way I wrote in first post, ladders are also disabled(game-mechanics)

  8. #8
    saxdude's Avatar Vicarius Provinciae
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    Default Re: Walls

    hmmm i dont think that make's to much sense though...

  9. #9
    Alexandros I.'s Avatar Ordinarius
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    Default Re: Walls

    I think that Syracuse has to be able to have huge walls with ballista towers, etc.
    Talking about walls, is it possible to represent the Athenian long walls in the game?

  10. #10

    Default Re: Walls

    Quote Originally Posted by Alexandros I. View Post
    I think that Syracuse has to be able to have huge walls with ballista towers, etc.
    Talking about walls, is it possible to represent the Athenian long walls in the game?
    Dont worry about that=Jarlaxe has already got an idea for how to sort that out and you will see a preview once the lost data has been redone,lol

  11. #11
    saxdude's Avatar Vicarius Provinciae
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    Default Re: Walls

    Man i really want some good seiges, i want them to be last long, costly (a massacre) and epic.

  12. #12
    Jarlaxe's Avatar Heavy Building Industry
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    Default Re: Walls

    for now we are moving towards a beta release cause of the 5?6?years of the mod...after i will make a little research and if i found it
    fair enough in time and difficulty i might try to change the battle terrain and city buildings.
    it has many years that mod and there is not even a single beta released...would you like to wait another year?...i think not...
    - Leader / Modeller/ Skinner / City Builder of Hegemonia City States -
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  13. #13
    Alexandros I.'s Avatar Ordinarius
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    Default Re: Walls

    Quote Originally Posted by Jarlaxe View Post
    would you like to wait another year?...i think not...
    Well...

    Spoiler Alert, click show to read: 
    for better terrain...

    Spoiler Alert, click show to read: 
    for better battle map buildings...

    Spoiler Alert, click show to read: 
    maybe...

    Spoiler Alert, click show to read: 
    not All that can be implanted for a later release I think.

  14. #14
    Spartan198's Avatar Protector Domesticus
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    Default Re: Walls

    Quote Originally Posted by Jarlaxe View Post
    it has many years that mod and there is not even a single beta released...would you like to wait another year?...i think not...
    Well, there was that stolen unofficial beta released a while back.

    But I don't think we're supposed to talk about that, so forget I mentioned it.

  15. #15

    Default Re: Walls

    Quote Originally Posted by Spartan198 View Post
    Well, there was that stolen unofficial beta released a while back.

    But I don't think we're supposed to talk about that, so forget I mentioned it.
    Nope we certainly are not because that is one of the reasons why the previous Team vailed with this mod thanks to those pesky 10 french and american bastards leaving the old heg team and stealing all the old work form a couple of years ago+it is riddled with errors and really slow=i played a demo of it a couple of mounths before it was stolen, lol (end of subject on that topic ro Star will close the tread)

  16. #16

    Default Re: Walls

    Quote Originally Posted by Jarlaxe View Post
    for now we are moving towards a beta release cause of the 5?6?years of the mod...after i will make a little research and if i found it
    fair enough in time and difficulty i might try to change the battle terrain and city buildings.
    it has many years that mod and there is not even a single beta released...would you like to wait another year?...i think not...
    I would be enclined to agree it has taken lommg enough to het this close to releasing it an therefore i reckon what we should do is publish the complete version when it is ready and then create an add on patch later which is an updated version which corects the errors and adddds a few new bits in or changes a few bits to make them better!

  17. #17
    Alexandros I.'s Avatar Ordinarius
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    Default Re: Walls

    I think that it's better to release a stable version and then considering all the suggestions and observations from the community to improve the game.

  18. #18

    Default Re: Walls

    Quote Originally Posted by Alexandros I. View Post
    I think that it's better to release a stable version and then considering all the suggestions and observations from the community to improve the game.

    this is the most forehanded decision!
    Click on my sig and check out my modelling works! Your opinion is welcome!


  19. #19
    ROFL Copter's Avatar Vicarius
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    Default Re: Walls

    You could just make it impossible to starve Athens, maybe by making the long wals have 1000 turns of food or something.

  20. #20

    Default Re: Walls

    Megara also had long walls at some point (constructed when it was still aligned with Athens, before the Peloponnesian War, IIRC). I've searched for a way to increase the time a city can hold out, as ROFL Copter just now suggested, to simulate a near infinite starvation time for such walls, but to no avail. Half a decade ago I proposed the same thing to the then developers of Hegemonia, and they had no luck either.

    Deactivating sap points is trivial, and siege towers can also be deactivated with a little more effort, as Athenagoras said. But beyond that it would take some serious work, and I join my voice with those who want to see this mod done before anyone loses time on such projects (which may or may not yield fruit).



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