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Thread: So, how are sieges going on 1.0?

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  1. #1

    Default So, how are sieges going on 1.0?

    Does the AI build more stuff, do they mantain sieges? im on a crappy pc until January 2, so i cant test it myself. Btw, hows 1.0 going? is it good?

  2. #2
    Rafkos's Avatar Senator
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    Default Re: So, how are sieges going on 1.0?

    Does the AI build more stuff, do they mantain sieges? im on a crappy pc until January 2, so i cant test it myself. Btw, hows 1.0 going? is it good?
    I've done lots of tests before DeI 1.0 came out and I can say that AI is maintaining siege for at least 2 turns (unless it has a really big win chance), also, the amount of siege equipment has been increased for AI, so even if they attack on the first turn somehow they'll get 5 ladders. Usually AI builds 10 ladders, sometimes 5 ladders and 3 siege towers or a battering ram and some ladders. Lets see what other players think about it

  3. #3

    Default Re: So, how are sieges going on 1.0?

    I haven't yet been besieged, but I've laid siege to a city. They do a fantastic job defending, even when significantly outnumbered. I had one early game siege where I only had a ram and two ladders - as soon as my ram started on their gate, AI sent militia from the city center to hold the gate on its opposite side, really slowing down my push into the city. There were both skirmishers and spears on the wall, with basically the bare minimum of melee troops back at city center. I'm big on fortifying roads and ambushing, so I haven't given the AI many opportunities to lay siege to anything I own yet. Would love to hear results from others.

  4. #4

    Default Re: So, how are sieges going on 1.0?

    Problem is: when besieged, they stay behind walls until the last turn before surrender, even if they have a big win chance at autoresolve. As atrition hurts defender harder then attacker, by the time they come out they are a lot weaker then they was at the beggining. That scenario only changes if a second army (enemy or allied to enemy) comes to break the siege, attacking the player.

  5. #5
    Rafkos's Avatar Senator
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    Default Re: So, how are sieges going on 1.0?

    Problem is: when besieged, they stay behind walls until the last turn before surrender, even if they have a big win chance at autoresolve. As atrition hurts defender harder then attacker, by the time they come out they are a lot weaker then they was at the beggining. That scenario only changes if a second army (enemy or allied to enemy) comes to break the siege, attacking the player.
    Sounds like an easy issue to fix, I will set the attrition for both attackers and defenders to be the same.

  6. #6

    Default Re: So, how are sieges going on 1.0?

    Quote Originally Posted by Rafkos View Post
    Sounds like an easy issue to fix, I will set the attrition for both attackers and defenders to be the same.
    I think is accurate to give the attacker less attrition. Give both attacker and defender the same attrition penalty doesn't make sense.

  7. #7
    Rafkos's Avatar Senator
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    Default Re: So, how are sieges going on 1.0?

    I think is accurate to give the attacker less attrition. Give both attacker and defender the same attrition penalty doesn't make sense.
    It was disabled completely in Rome 1 and Med 2 anyway and it wasn't something bad, I know it is accurate but we need to change it for the balance, still both attackers and defenders will get penalties from being under siege or from sieging.
    @edit
    This values are only percentage values, so that means penalties for attackers could still be even 2 times higher than for defenders, it depends only on a number of troops

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