Thankyou for the Feeback. It's much appreciated. Damn what a pity.
Thankyou for the Feeback. It's much appreciated. Damn what a pity.
If you're interested, there's been a discussion on the siege engines in the EBII thread (the things haven't actually changed much for much of the Middle Ages).
Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
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If you want to play a historical mod in the medieval setting the best are:
Stainless Steel Historical Improvement Project and Broken Crescent.
Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
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Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!
Trebuchets should probably have lower damage against buildings *or* lower range. If the latter, we could then allow the use (if we gave them higher accuracy) of ballistae in their intended role against defenders on a wall (that would probably be contingent on the AI not being stupid though). As it stands, they are basically medieval cannons, a single unit guaranteeing multiple breaches in any strength of wall, in doing so having none of the weaknesses that they did historically (like being immobile and constructed in the same manner as "siege equipment" like rams). The adjustments in practice might need to be more complex, but the principle behind them would remain that the usefulness of trebuchets in game is exaggerated from their usefulness historically.
Last edited by VineFynn; August 05, 2019 at 01:46 AM.
Real life is balanced.
I need to read the stuff linked by JoC. However, note that it concerns another period.
Regarding your idea VF, they also should have 0 pt of movement to reflect that they were immobile. Basically, once deployed, they stay on their position.
About ballistas, I've only found records of their use as defensive weapon, not offensive and not by all factions.
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
I fully agree on the exaggeration of their usefulness.
Furthermore, they're surprisingly effective in the open battles.
I'd go even deeper in this criticism as I don't think "their intended role against defenders on a wall" is true. The role of trebuchets was to sow terror among population and destroy the city prompting it into surrender. They were too inaccurate to be used against small targets on the walls.
AFAIK, untill arrival of gunpowder in 14th century little has changed besides trebuchets replacing "catapults" - and this was for economic reasons, they're cheaper and hurled bigger projectictiles even though they're probably less accurate.
The 6 S of sieging remained the same:
SUBORNING or subverting key defenders
SCARING the garrisons with ”propaganda"
STARVING the population
SAPPING the walls
SHELLING the besieged
STORMING the defenses
Last edited by Jurand of Cracow; August 05, 2019 at 02:17 AM.
If made immobile with a lesser accuracy, that would make them less useful in open battle
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
But ballistas and catapults aren't in game anymore
Anyway, what about the 0 movement point idea for siege engines prior to the gunpowder era?
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
In the case of ballistas being purely defensive, I'd just remove them altogether.
Making trebuchets immobile is a no-go for a few reasons:
- It is not always possible to deploy them within range of the walls
- The AI never deploys them within range of the walls anyway
- If there is a secondary layer of walls the game will not recognise that the immobile trebuchets cannot be used to destroy them, achieving the same effect as deploying them out of range
Re: being too effective in battle, I would just make them less accurate and remove flaming shot
The intended effect of any changes would be to make it so that only sustained bombardment at a closer range and for longer than currently would produce breaches in stone walls.
Real life is balanced.
Ballistas and catapults aren't in game anymore already Mate
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
Damn! I need to check that. Thanks.
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
As you may read in the discussion on the EBII page I've sent the link to, even the very historical EBII team decided to keep ahistorical catapults in the game to simulate for something different - the (available in the RTW engine) sapping.
I'm not sure know how to deal with the issue though. In the Titanium there're catapults - and they're pretty useless. Maybe it's the way to go...
Hi all After installing 0.92 do i just extract 0.95 to the mods folder ? thanks in advance
I hate to give a date, even not precise but I hope to have the next release ready sometimes next month
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
So there was no more faction slot to put in Armenia, Sweden, or County of Flanders? What new features will there be for the new release?