View Poll Results: Should we turn off tower attacks?

Voters
26. You may not vote on this poll
  • Yes, turn them off. They're too powerful, and occasionally slaughter AI troops like cattle.

    8 30.77%
  • No, leave them on. Some times they're the only things that actually cause casualties in a player's army.

    10 38.46%
  • Towers should be reworked to launch farm animals.

    8 30.77%
Page 1 of 2 12 LastLast
Results 1 to 20 of 35

Thread: Tower Power

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Quinn Inuit's Avatar Artifex
    Join Date
    Sep 2006
    Location
    Virginia, USA
    Posts
    4,968

    Default Tower Power

    Should we turn off tower attacks? Are they ludicrously effective, or an important part of preventing humans from winning perfect victories?
    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.

    My writing-related Twitter feed.

  2. #2
    Carados's Avatar Senator
    Join Date
    Nov 2009
    Location
    England
    Posts
    1,380

    Default Re: Tower Power

    They need to be changed, not drastically, but enough so that rams and seige towers have a very good chance of reaching the walls. Actually, siege towers are fairly ok, they reach the walls often enough that I have to station some troops nearby to deal with them. However I don't take the rams into account at all because the chance they reach the wall is miniscule. When the wall has some archers around the chance of the ram getting to the gate is 0%. The siege towers also set fire more often than not with archers around. Ladders are the only sure way for the AI to get up on the wall, unfortunately they are the weakest way of doing it. They aren't as good as they are on M2:TW.

    Having more siege towers/rams/ladders isn't always that effective for the AI because there are towers all over the place and even if one or two do get past the defences, they would've suffered enoumous casualties from the towers.
    Developer for the Extended Realism mod for RTR Platinum.
    Developer for RTRVII and protégé of Caligula Caesar

    The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.


  3. #3
    demagogos nicator's Avatar Domesticus
    Join Date
    Jul 2010
    Location
    Slovakia
    Posts
    2,418

    Default Re: Tower Power

    Quote Originally Posted by Carados View Post
    They need to be changed, not drastically, but enough so that rams and seige towers have a very good chance of reaching the walls. Actually, siege towers are fairly ok, they reach the walls often enough that I have to station some troops nearby to deal with them. However I don't take the rams into account at all because the chance they reach the wall is miniscule. When the wall has some archers around the chance of the ram getting to the gate is 0%. The siege towers also set fire more often than not with archers around. Ladders are the only sure way for the AI to get up on the wall, unfortunately they are the weakest way of doing it. They aren't as good as they are on M2:TW.

    Having more siege towers/rams/ladders isn't always that effective for the AI because there are towers all over the place and even if one or two do get past the defences, they would've suffered enoumous casualties from the towers.
    Totaly agree

  4. #4
    Caesar Augustus's Avatar Senator
    Join Date
    Oct 2009
    Location
    Gloucester, UK
    Posts
    1,412

    Default Re: Tower Power

    Personally I voted for the farm animal option because I think that would be friggin' awesome!

    I think towers do need to be toned down a little though. When stone walls are in place, rams NEVER reach the gate. Siege towers are hit and miss, and towers always succeed but with high casualties.

    Is there a way to increase the amount of damage siege equipment can take?
    Please leave your name if you rep. It will be returned




  5. #5

    Default Re: Tower Power

    Without tower attacks, city walls become only a minor obstacle unless the defending army is almost as strong as the attacker. Kind of removes the point.

    I don't care so much about the ram not reaching the gates -city gates being near impregnable is fair enough to me. The AI just needs to buy towers instead of ladders, and perhaps use more than a couple.
    As with many things, the problem is AI preferences. If there is no other way to make it a credible threat, turn off the towers. Should be the last option though.

  6. #6
    Eat Meat Whale Meat
    Technical Staff Citizen Moderator Emeritus

    Join Date
    Jun 2006
    Posts
    15,812

    Default Re: Tower Power

    Tower power is too much, it's true.
    But while such strength can do
    The hurt of a ballista crew,
    The length of a fight
    Depends less on might
    Than the AI's utter lack of a clue.

  7. #7
    Caesar Augustus's Avatar Senator
    Join Date
    Oct 2009
    Location
    Gloucester, UK
    Posts
    1,412

    Default Re: Tower Power

    Quote Originally Posted by pannonian View Post
    Tower power is too much, it's true.
    But while such strength can do
    The hurt of a ballista crew,
    The length of a fight
    Depends less on might
    Than the AI's utter lack of a clue.

    I love that! +rep
    Please leave your name if you rep. It will be returned




  8. #8

    Default Re: Tower Power

    i think there should be change and attack should be continued

  9. #9
    Quinn Inuit's Avatar Artifex
    Join Date
    Sep 2006
    Location
    Virginia, USA
    Posts
    4,968

    Default Re: Tower Power

    That was indeed awesome, but I just rep'd him so I can't do it again.

    Here's what I can do with the towers: http://www.twcenter.net/forums/showthread.php?t=201429
    It looks like I can make the attacks weaker. Also, if I change the angle, I can make it partially or completely unable to target enemies.
    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.

    My writing-related Twitter feed.

  10. #10
    Tiro
    Join Date
    Jul 2008
    Location
    Bodo, Norway
    Posts
    250

    Default Re: Tower Power

    Well, as it is, I generally avoid doing a rushing siege as the towers are decimating my men without proper planning. I mean, without them, the AI would still make a fool of himself, getting lost in the city, while the player will have a walk in the park taking enemy settlements. We should have had the Medieval 2 system where the towers only shoot with allied troops nearby, but oh well.

    Btw, I've seen an reinforcing AI army building a ram.
    ExRM grunt modder and player.
    Historical discussions & modding Rome: Total War. How much better can it get?

  11. #11
    Wien1938's Avatar Miles
    Join Date
    Apr 2007
    Location
    Norwich, UK
    Posts
    395

    Default Re: Tower Power

    It would be nice if towers had a garrison which could be killed by storming. It is too easy to capture a tower as the attacker and use the free firepower to cut down AI counterattacks.

  12. #12

    Default Re: Tower Power

    The biggest problem I have seen is that attacking forces can actually use the towers against the defenders. If a human is defending, its not a big deal, but the AI just doesn't know to stay away, they run back and forth in front of the towers. I personally play without tower missiles at all, as it makes it harder for me to defend against AI attacks, although slightly easier to take cities. The difficulty in taking Tower using walls is negated as soon as I capture the towers, and then I can use them against the defenders, which is the worst part IMO. I find that I can get around them far more easily than the AI, the AI taking far more casualties in doing so. If none of the towers could fire into the city I suppose I might turn em back on... Outside, the AI has gotten better at staying back, but I notice that the unit who brings the ram up still just stands in front of the gates until the main assault. So I say turn them off.
    Last edited by Needs New Name; December 16, 2010 at 10:44 AM.
    My name is pronounced (Test*ick*leez)

    Im tired of everyone calling me testicles. Jeez

  13. #13
    Quinn Inuit's Avatar Artifex
    Join Date
    Sep 2006
    Location
    Virginia, USA
    Posts
    4,968

    Default Re: Tower Power

    Quote Originally Posted by Wien1938 View Post
    It would be nice if towers had a garrison which could be killed by storming. It is too easy to capture a tower as the attacker and use the free firepower to cut down AI counterattacks.
    That would definitely be nice.


    You know, it would be possible for me just to disable the internal firing of towers by messing up their firing angles. Bit of a pain, but possible. Would that be better than disabling it entirely? I'm still concerned that they shred attacking AI armies too easily, though.
    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.

    My writing-related Twitter feed.

  14. #14
    Remlap's Avatar Lag Slayer
    Join Date
    Jul 2008
    Location
    Florida
    Posts
    5,564

    Default Re: Tower Power

    Well from my own work with walls, I can tell you that the AI gets ripped apart by them at the current speed. You best bet for giving the ai a chance is to lower them and reduce the angles. But creating the collision files is indeed a pain. Hope this helps you

  15. #15

    Default Re: Tower Power

    Quote Originally Posted by Quinn Inuit View Post
    That would definitely be nice.


    You know, it would be possible for me just to disable the internal firing of towers by messing up their firing angles. Bit of a pain, but possible. Would that be better than disabling it entirely? I'm still concerned that they shred attacking AI armies too easily, though.
    I think they take out attacking AI armies too easily also, that's why I have disabled them I still would probably keep them off completely, but not firing inside WOULD be better than normal.
    My name is pronounced (Test*ick*leez)

    Im tired of everyone calling me testicles. Jeez

  16. #16
    Quinn Inuit's Avatar Artifex
    Join Date
    Sep 2006
    Location
    Virginia, USA
    Posts
    4,968

    Default Re: Tower Power

    ??? I think we're talking about different things here. I was thinking just from a tower perspective...wall editing hadn't even crossed my mind. Do you think things are so bad that we need to lower the walls?
    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.

    My writing-related Twitter feed.

  17. #17

    Default Re: Tower Power

    Keep the overpowered towers. It makes up for plenty of other things i.e. overpowered siege tower bolts decimating my soldiers, the inability of soldiers to drop things on soldiers climing ladders, etc.

  18. #18
    Remlap's Avatar Lag Slayer
    Join Date
    Jul 2008
    Location
    Florida
    Posts
    5,564

    Default Re: Tower Power

    Quote Originally Posted by Quinn Inuit View Post
    ??? I think we're talking about different things here. I was thinking just from a tower perspective...wall editing hadn't even crossed my mind. Do you think things are so bad that we need to lower the walls?
    Ahh Sorry I took so long to respond, what I discovered whilst learning walls is that the angle and projection for walls are determined by the .info file for them. To be specific, there are two isosceles triangles which run vertical and horizontal. The width determines the angle at which they can shoot, and inadvertently the distance to where they can hit enemies. The AI likes to camp inside the vanilla firing distance. You can also reduce the firing rate in a text file but that won't decrease the range iirc. But I could just be saying crazy things and misunderstand what you were talking about.

  19. #19
    Quinn Inuit's Avatar Artifex
    Join Date
    Sep 2006
    Location
    Virginia, USA
    Posts
    4,968

    Default Re: Tower Power

    Yeah, the inability to target docked siege units is annoying. FWIW, though, I'd remove the siege tower attack if I removed the tower attack.
    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.

    My writing-related Twitter feed.

  20. #20
    Quinn Inuit's Avatar Artifex
    Join Date
    Sep 2006
    Location
    Virginia, USA
    Posts
    4,968

    Default Re: Tower Power

    No, it doesn't sound like you're saying crazy things...any communications problems are probably on my end here.

    So, are you saying that these isosceles triangles control physical aspects of the walls themselves, or just the firing angle (and therefore the range) of the wall's weapons?
    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.

    My writing-related Twitter feed.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •