Good day,

Ive finally tried RRRC 2.0 and actually made it to start and run.

Ive noticed that in sieges, towers and gates no longer need troops nearby to be active and firing, a la original RTW style. It would be fine, but while in RTW, every tower could be "captured" separately and even fire back on the defenders in return, here, I can capture the whole city bar the square and these machine guns keep mowing the soldiers down relentlessly without an apparent way to silence them down. Is there any way to put them out of workin this mod, or are they hardcoded to shoot during the whole siege, despite all the defenders already seated in the settlement plaza and attacked firmly in control of the walls and the rest of the city? (while it provides sort of advantages in defense against AI, it makes already impossible sieges even more impossible, combined with already non existent attackers morale penalties due to BGR general debuffs and other factors)

Otherwise, the new changes seem to add a bit of a taste (like more varying attack/charge modifiers for various factions cavalry and more clear cut defense strength buff for most one-hander+shield armed knightly infantry). Despite removing all the longer battles and less cavalry mass BS at the starter, Im still not convinced its absolutely gone, seeing something like dismounted gothic knights, or dismounted imperial knights brushing off high era knights charges with 10 casualties apiece. Removing wedge from AI at least seems to bug their behavior, while with the wedge they generally screwed up, at least they charged, now it happens all too often that they shy from charges completely, even presenting their rears to be decimated by either cavalry countercharge, or something like voulgiers/dismounted English knights in the process for minimal losses, where they could comfortably cause significant casualties and maybe even win. (seems it depends on the decision, whether all the charge bonuses and anti-cav bonuses of the opposition are factored in as unfavorable to them, but then they just walk back a little distance and then stand there to be attacked and slaughtered dealing zero damage - might be there are some further tweaks to amend this.)