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  1. #1

    Default Bring back the onagers

    With the fantastic new siege AI I think we need onagers back in. Thoughts?

  2. #2

    Default Re: Bring back the onagers

    Quote Originally Posted by Ano2 View Post
    With the fantastic new siege AI I think we need onagers back in. Thoughts?
    Whats fantastic about the new AI?

    Edit: Reading Patch feedback now http://forums.totalwar.com/showthrea...ch-14-Overview

    Seems very promising.
    Last edited by BunnyPoopCereal; July 22, 2014 at 12:03 PM.

  3. #3

    Default Re: Bring back the onagers

    Quote Originally Posted by BunnyPoopCereal View Post
    Whats fantastic about the new AI?

    Edit: Reading Patch feedback now http://forums.totalwar.com/showthrea...ch-14-Overview

    Seems very promising.
    Well let me just say that I just lost my first siege battle, attacking a walled settlement. The AI split it's forces fairly evenly, with a force defending the walls, one defending the square and a small detachment that harassed me on approach to the square. Despite having superior numbers I got held up at several points allowing the AI's towers to rain death upon my men. The reactiveness of the AI in the city was atually pretty astounding.

    As for the historical accuracy argument... that . Being able to put holes in walls is just too awesome to give in to a potential historical inaccuracy.

  4. #4

    Default Re: Bring back the onagers

    Quote Originally Posted by Ano2 View Post
    With the fantastic new siege AI I think we need onagers back in. Thoughts?
    Nope, keep them out, except maybe for CiG. There isn't any definitive evidence of widespread use until towards the middle of the 1st century BCE, which for Rome would be G.J.Caesar and the end of the Republic.

  5. #5
    Matmannen's Avatar Ordinarius
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    Default Re: Bring back the onagers

    Perhaps I wouldn't call it fantastic, but there are some massive improvments, and from what I have read the siege AI is doing great (no mre torches are being used they say on the forums):

    http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_14

    Quote Originally Posted by zombieflanders View Post
    Nope, keep them out, except maybe for CiG. There isn't any definitive evidence of widespread use until towards the middle of the 1st century BCE, which for Rome would be G.J.Caesar and the end of the Republic.
    Onagers maybe didn't exist, but was there no tension based mechanical weapons during that time?

  6. #6

    Default Re: Bring back the onagers

    Quote Originally Posted by Matmannen View Post
    Onagers maybe didn't exist, but was there no tension based mechanical weapons during that time?
    Yes: ballistae and their derivatives.

  7. #7
    Matmannen's Avatar Ordinarius
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    Default Re: Bring back the onagers

    Quote Originally Posted by zombieflanders View Post
    Yes: ballistae and their derivatives.
    I meant with an arm shooting the projectile... sorry for not being clear...

  8. #8
    Fozzie's Avatar Tiro
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    Default Re: Bring back the onagers

    Quote Originally Posted by Matmannen View Post
    I meant with an arm shooting the projectile... sorry for not being clear...
    Spoiler Alert, click show to read: 

    Too good to pass up. Sorry.

    "Wocka wocka wocka." ~Fozzie Bear

  9. #9
    Matmannen's Avatar Ordinarius
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    Default Re: Bring back the onagers

    Quote Originally Posted by Fozzie View Post
    Spoiler Alert, click show to read: 

    Too good to pass up. Sorry.
    I demand that DeI devs make bow and arrow artillery with giants...

  10. #10
    PcolaTy's Avatar Libertus
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    Default Re: Bring back the onagers

    Yeah, there have been a few people in the official forums claiming that the Siege AI is not using torches anymore, and is reusing the ladders and other siege engines.
    Tyer032392 on the official Total War forums.

  11. #11
    PcolaTy's Avatar Libertus
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    Default Re: Bring back the onagers

    Here is a thread describing this players first battle against the AI with patch 14.

    http://forums.totalwar.com/showthrea...Siege-thoughts
    Tyer032392 on the official Total War forums.

  12. #12

    Default Re: Bring back the onagers

    Great news, one of the comments "I got smoked earlier by Cimmeria playing as the Getae trying to defend Solokhia. AI reused ladders and disregarded the gate(no ram, but no torches either). reinforcing enemy army also used ladders.

    They captured the walls, than my gate and even flooded in after that through the gate. in short: finally!!!"

  13. #13
    PcolaTy's Avatar Libertus
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    Default Re: Bring back the onagers

    Quote Originally Posted by BunnyPoopCereal View Post
    Great news, one of the comments "I got smoked earlier by Cimmeria playing as the Getae trying to defend Solokhia. AI reused ladders and disregarded the gate(no ram, but no torches either). reinforcing enemy army also used ladders.

    They captured the walls, than my gate and even flooded in after that through the gate. in short: finally!!!"
    Reading through some of the new comments, and someone mentions that the AI is now "to preoccupied with breaking down every last segment of wall", lol. Good thing the patch is a beta, and some of the bugs should get situated out before the main patch launches.
    Tyer032392 on the official Total War forums.

  14. #14

    Default Re: Bring back the onagers

    Good news too if it is true that the Roman AI is doing better... IMO I would like the onagars back but limited to Imperial reforms so a very late game bonus.

  15. #15

    Default Re: Bring back the onagers

    Quote Originally Posted by Don_Diego View Post
    IMO I would like the onagars back but limited to Imperial reforms so a very late game bonus.
    Agreed!

  16. #16
    m_1512's Avatar Quomodo vales?
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    Default Re: Bring back the onagers

    I think you forget that reforms in DeI trigger after given number of turns and in imperium level.


  17. #17
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    Default Re: Bring back the onagers

    Quote Originally Posted by m_1512 View Post
    I think you forget that reforms in DeI trigger after given number of turns and in imperium level.
    Is this still the case for AI controlled factions? Imperium requirements, I mean. I know in the reforms guide it mentions a slightly higher turn count requirement, but I didn't think the AI had to reach an imperium level.

    And regardless, the point remains the same. Breaking down the number of years between the start of the game and ~100 B.C. at four turns per year comes to about 700 turns. And that would be for just the Marian reforms. The average player could conquer the world in that amount of time. I agree that the turn count/imperium level is a great system for establishing periods of reform, because it at the very least requires a certain size of empire before allowing certain units. I'm simply stating that introducing onagers in the imperial period wouldn't be the sole anachronism, and that I, personally, would be willing to overlook this one.

    "Wocka wocka wocka." ~Fozzie Bear

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