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Re: Siege Units
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Re: Siege Units
I can see siege weapons used defensively - immobile national units, somewhat like Watchers, except shooting stones and bolts... in addition to the free ones from the castle towers.
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[/quote]Catapults were usually assembled at the site of a siege, and an army carried few or no pieces of it with them because wood was easily available on site. [/quote] Most of the other articles don't say. Trebuchets were almost certainly immoble. Battering rams are so simple that they were almost certainly built on-site. But the article on ballistae seems to indicates that there were various types, some boat-mounted or even wagon-mounted. However, those aren't really siege artillery IMO, so much as anti-personnel artillery. Quote:
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Re: Siege Units
Duuuuuudz... well I am going to agree with Cherry, it is kinda unrealistic to carry catapaults around. At best, the movement of an army with a catapault should be 1 and cannot go past forests and mountains, swamps, etc. Only farms and plains. But I do like the idea of building catapaults on site.
I GOT AN IDEA!!!!1 Create a commander, name him something like: Head Catapault Engineer. Make it so the HCE has a leadership of like 5 (can only control 5 units) and if it's possible, make it so he can only command units called catapault engineers. The number of catapault engineers decides the number of.... omg this is not a good idea. For 1 thing, each turn is a month. Another thing, it usually took 5 days to construct 1 catapault. Not sure if it's 5 days in a construction yard or out in the middle of a forest near a castle, or with 5 people or 50... not sure. Or we can ignore history and say the number of catapault engineers commanded by a head engineer = the number of catapaults you will have during your next battle divided by 5. So every commander + 5 units = 1 catapault during your next battle. And the engineers don't fight in battles if they are the attacker. Only if they are the defender. ... ok... kinda messy, but whatever! |
Re: Siege Units
That sounds a tad too complicated. Maybe we should simplify it a bit.
1) If one commander can build a castle, normal workers are probably available anywhere. 2) Thus, the units that actually build the catapult are available everywhere. 3) We only need a commander. This commander could be named "Master Catapult Engineer" or "Siege Engineer". 4) Every Siege Engineer should give a bonus for breaking down castle walls. I think 25 would be a good value. Siege Engineers should be able to lead few units, which can emulate the warriors operating the catapult or just guarding it from enemy attacks against it (assassinations). If you really wanted to play around with the idea, I quess we could give the Siege Engineer no fighting equipment, but high resource cost, like 50 or so. And this is very, very Ulmish; they already have Sappers and Guardians and Lord Guardians and - oh, Siege Engineers already exist! http://forum.shrapnelgames.com/image...ies/tongue.gif Isn't it nice when the developers are ahead of us? http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Siege Units
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I love seeing a good smackdown, and that one was classic, Endo. The existing mechanics cover he siege engine issues quite well, as any engines are assumed to be destroyed if the attacking army retreats and abandoned or used for firewood/reconstruction if they win. The only thing the existing system does not cover in the abstract are ballistas. Those would be nice, but they'd also probably slow any army down to a crawl, and we don't need all the extra graphical fluff that showing the siege engines would entail. Edi |
Re: Siege Units
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Re: Siege Units
Pythian, Ermorian and Abysian castles have Ballistas in their towers. Most nations have shortbows, few crossbows/arbalests.
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Re: Siege Units
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--one side note is that in wasteland it should be more difficult in building siege engines. Quote:
Also it would make the battles much more interesting to see different catapults from different nations which hurl boulders or diseased animals across the battlefield. Your suggestion does not make this possible. |
Re: Siege Units
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Why should the siege engines be seen? We can presume they are already built, because we agreed that the siege engineers aren't throwing boulders on their own. I thought we already agreed in that the siege engines won't do any fighting. May I quote your second post in this thread? Quote:
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Destroying individual catapults would also only make a percentage of the total siege value, into which the units and the other siege engines would still effect. I don't see what you are trying to say with that. With the current setup, it is possible to try to disable the individual commanders (Siege Engineers, or Catapults) which are most efficient at sieging; if the catapults were units instead, they couldn't be assassinated. Because of this, I think it's better to have the siege engines be commanders instead of units - otherwise it would be harder to try to disable the catapults. If we make the catapults be commanders, the effect would be exactly the same as changing current Siege Engineers' graphics into that of a squad manning a catapult. That can be done, but it is then only a matter of taste. Illwinter have chosen to have siege engineers instead of catapults. Quote:
Are you sure you don't just want the Siege Engieers' effectiviness be based on time he has used besieging and the resources the province has? |
Re: Siege Units
I thinking sieging should be a mini-game where you have to mash your keyboard buttons as fast as possible: the faster you press the quicker your siege engines load and fire. |
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