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Re: Castle walls?
Keep sieges are quite a bit more complex than just tearing down a wall and rushing in through the gap. In Dominions, we always have then attackers filing in through an open gate, where the defenders are waiting for them in the courtyard. This is a pretty crude picture, which doesn't give our imagination much to work with, but this is because the focus of Dominions is not on the keep sieges.
To imagine how a real keep siege could happen, it could involved many varied strategies. Breaking down the main gate, ladder storming walls, tearing down walls, starving out the defenders, tunneling under walls to make them collapse,. these would just be a few strategies that could be combined in various ways, depending on the layout of the keep and the immediately surrounding area. Add the many fantasy elements of Dominions two, like flying attackers, magic horns that can bLast down walls, towers and gates, magic that can do pretty much anything, the tactics involved in winning a siege become very complex and varied indeed. The strength of the attackers and defenders could reflect their ability to chop down and transport lumber to construct siege engines. It is easy to imagine how much more useful a Jotunheim giant would be in a siege on either side of the wall, compared to a puny human. The Jotun are known for hurling spears the size of treetrunks at their enemies. Compared to firing longbow arrows at the uncoming gate ram, a few giant tossed boulders would probably produce vastly better results. In the case of city guards or similar units that get a defence bonus, think 'people who are trained specifically for defending a castle'. I think keep sieges work very well in Dominions. There is no micromanagement at all, and we still have the major important elements, like the defence value of the fortification, the relative sizes of the besieging and besieged forces, attrition from lack of supplies, opportunity for relief forces to arrive, the ability to make sorties out of the fortification (break siege and retreat back inside), etc. /Rainbow |
Re: Castle walls?
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The spell crumble also works great. [ June 24, 2004, 18:13: Message edited by: NTJedi ] |
Re: Castle walls?
Even one golem will give a big advantage.
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Re: Castle walls?
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Re: Castle walls?
It's not crap, it's abstract.
And, there are historical cases where a very small number of men held a castle for a very long time against a large army. The formula is obviously a fairly simple abstraction, but I don't think it's unreasonable, or that it gives undo advantage to either side. Yes breaking things tends to be easier than building them, but seiges greatly favor the defender if the fort is well-designed and competently garrisoned. A defender isn't necessarily rebuilding a wall as it gets damaged, but he might be keeping people from getting near the wall with dropped objects, boiling oil, etc. PvK Quote:
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Re: Castle walls?
PvK, some "forts" may just be watchtowers or mausoleums. But I guess it works, it's just that darned message that says "The fort is being repaired faster than our men can breach it" or something to that effect.
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Re: Castle walls?
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Thats one of the reasons I love the XL maps... guarantees huge battles! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Castle walls?
I think this is very realistic when you really look back on history. Two vast armies fighting it out. One army lined up with a sea of mighty war machines and the other hunkered up in a castle.
Each side having a ball throwing boulders and flaming oil on each other until someone cries 'timeout!' Then one side builds more war machines while the other repairs the castle. It happened all the time! I swear! Really....really.... And of course those being seiged may not have food or water...but they have tons of construction materials. That is a given...duh! -Christopher http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Castle walls?
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I have yet to see anyone do a satisfying detailed tactical treatment of seige warfare in a computer game. Even games that focus on castles and seiges get all sorts of things terribly wrong, from the point of view of someone who knows the subject and is being critical. Here it's really not the focus, and I don't mind the abstraction. I'm glad that it actually seems to be a very appropriate abstraction which has some interesting elements and tricks, and has pretty realistic net results (forts can be either easy or hard to take, and storming a good well-defended castle can be extremely deadly, but units that need to eat can be starved out, etc.). PvK |
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