I'm not certain which of the things I'm going to discuss are part of the base mechanics of the game and which have been tweaked in RTR, as my memory is a bit fuzzy as to what was actually in vanilla RTW. It has been several years since I've played an un-modded version. Given that, these are some observations I have about wall mechanics that may or may not be fixable which I've noticed enough times to be be able to remember. That in itself is a feat.
Backstabbing towers - Most towers fire pretty indiscriminately in the general direction of the enemy and it is part of war that my guys may be hit if they wander into a fire lane. However, there are "Almost Corner Towers" which I'll call ACT's in this thread, which are particularly annoying. Actual corner towers have no rear, so they have no rear arrow slit. This means they can't shoot up any of the tightly packed and immobile units fighting on a wall. However, ACT's are not quite on the corner, so their rear slit is facing almost directly down a wall's battlement. This means that if I need to defend a wall section next to it, that my guys are going to be getting shot up. If my guys get pushed between the tower and the enemy, then my unit(s) are taking pretty much all the hits. This is bad mojo. I believe this is the reason that towers on straight sections don't have side arrow slits. Is there a way to prevent ACT's from forming on a city's wall?
Once on the wall, everyone is a hero - Morale on walls is pretty unrealistic, even in terms of the overall game system. If a unit is losing 4 guys a second while they are all on their own, with the general (if there is one) halfway across the map, outnumbered, by fear causing units, and being shot with flaming arrows, they shouldn't die to the last man without breaking. It is extraordinarily rare that I see an assaulting unit actually break and try to flee while on a wall section. If this is intentional, it is pretty weird. Defending units seem more heroic, but not nearly as crazy as assaulting units. Even defenders seem like they can be whittled down to almost nothing before they decide to break. Which reminds me...
Broken units getting stuck on the walls - This one is pretty self-explanatory. Definitely a bug, because if this is an intentional game mechanic then someone is weird. Seems to happen with both attackers (if they ever break) and defenders whenever they break on a wall. I don't remember this being the case in vanilla, but I could be mistaken (often).
The "pushing" mechanic - I can see that there is one, but haven't read any explanations of it that I can recall. Since assaulting units never break, you have to kill them all to force them off your battlements. Kinda stinks, but at least it is straightforward. The weird thing is the 'push' mechanic. The more troops I have pushing against an enemy unit on the walls, the faster that enemy unit will die off. It seems that it is faster than the number of guys able to strike would account for, especially when it is inferior troops against elite ones. Also for units defending against ladders, it seems that they do way better at repulsing an attacking unit if you order them to charge the instant before the first attacker clears the parapet. I don't know why this is, because their attack speed doesn't change, but getting them to attack from the first moment is just murder on all the troops following up the ladder. But I've seen in game that waiting a moment or two longer has a huge negative impact.
Just to be clear, this isn't a criticism. I think this mod is jaw-droppingly awesome! These are just some observations I've had about walls. I have read some of the mods posting about walls being pretty hard to work with, but if any of these observations bring up something new or interesting then I'll be happy. Keep up the good work gents!




Reply With Quote









