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  1. #1

    Default Defensive Cities

    Hi, I was just wondering if there was any in game way of representing particularly defensive/fortified cities in game. It seems like historically there are some cities that are just incredibly difficult to assault or even besiege (Ex. Carthage, Hatra, Alesia, Tyre, Ctesiphon (after the first couples sacks ))and this was something that always interested me, so I wanted to know if anyone has any ideas about if this is possible to represent in EB?

    Also as an extra thing, does anyone else find getting to and taking walls in sieges is a bit too easy, historically it seems like taking the walls was always the most difficult part of a siege and that after that the assault tended to wrap up pretty quickly, but here it feels like getting to and over the walls is pretty easy, even with large/huge cities.

    I understand that all this might be very complicated to do or impossible, I'm just asking if anyone has any ideas.

    Thanks to the team for this awesome game, it's honestly an amazing achievement.

  2. #2
    demagogos nicator's Avatar Domesticus
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    Default Re: Defensive Cities

    In Norman Invasion mod for RTW, there are so called "fortified cities" to represent settlements with good natural defensive possition, I am not sure now what exactly has been done with those settlements but as far as I rememer their walls are harder to breach and fire from their towers is more deadly. It is not the ideal solution and it works only when battles are playde on battlemap but beside redisingning settlements layouts which requires lot of work and specific skills which are not very commons among existing RTW/MTW modders, this is probably closer you can get.

  3. #3

    Default Re: Defensive Cities

    Quote Originally Posted by demagogos nicator View Post
    ....it works only when battles are playde on battlemap but beside redisingning settlements layouts which requires lot of work and specific skills which are not very commons among existing RTW/MTW modders, this is probably closer you can get.
    That's the problem in a nutshell. It takes an enormous amount of work to create a new faction-specific settlement, and there are very few people who have that skill set. Factor in that it has to pass historical muster in appearance AND requires different (or modified) internals at 6 different settlement sizes, and......well. Even if you had somebody who could design a specific one-level super-defensive city style, which culture (or faction) would get it? And why devote the limited time and skill set available to a narrowly focused design when instead you could be working on something that applies to all settlement of a specific faction or culture?
    EBII Council

  4. #4

    Default Re: Defensive Cities

    Thanks for the responses guys, yeah I figured it would be too resource intensive to implement, it just feels like walls and most defensive structures in game aren't particularly difficult to overcome/don't really pose a threat like they did historically. In most sieges I know 10 minutes in I've taken the walls and I'm going to win the assault with 20% casualties, and now I just have to grind through the city center. But, yeah if it'll draw resources away from other things for little gain just ignore this thread.

  5. #5

    Default Re: Defensive Cities

    DaC (the most active submod of Third Age) team has been producing a lot of custom settlements lately, pretty sure they have multiple people capable of doing it. At the same time, they dearly lack high tier scripters, ones EB team has at hand. I can guess historical battle models would be significantly harder to make than fantasy enviroments with more creative freedom, but one day maybe, when both mods are at the end of their development, maybe?

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