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Re: Fort Retreat Survival --> call for discussion
Seve82:
Do you know any wars that made use of geneva conventions? I think that is just a dead and worthless thing because no one respects it. |
Re: Fort Retreat Survival --> call for discussion
The Geneva Convention is just a set of rules, nations and individuals can choose to obey them or not. However, its existence provides accountability, i.e. if you do bad things you will be tried for war crimes when we catch you. So in that sense all wars make use of the Geneva Convention. But yes, there's always someone that does something we consider reprehensible even in the context of a war.
I think cleveland's idea of making all forts into the Alamo sounds like it would increase strategic options. But I don't expect anything to change and the way things are now isn't bad. |
Re: Fort Retreat Survival --> call for discussion
sector24:
That means completely nothing. The only way to judge anyone for breaking Convention is to win war against him. So it changes nothing - previously if you won a war you killed/punished your opponent. Wars now are not less bloody - look at Africa, Kosovo, Iraq. It is just wishful thinking that Convention like that will change anything. |
Re: Fort Retreat Survival --> call for discussion
The existence of laws don't deter all criminals, but they do deter some. The Geneva Convention might not stop an Iraqi dictator but it will stop an American one. So it's not useless. But this is off topic, so we don't have to agree.
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Re: Fort Retreat Survival --> call for discussion
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1) A hidden escape tunnel (possible new structure or spell) 2) Retreating units would need to fight enemy units patrolling the castle. Basically the units would start the battle already routing and need to run past the patrollers. 3) Some castles depending on terrain could also make retreat impossible... a sort of "Helms Deep" with no tunnels. It would be wrong to assume all castles have no way of retreat. 4) An in-game formula which has a percentage of those retreating disappear from wild animals, being lost, loss of faith, etc,. . 5) Retreating via boat if one of the commanders has sailing and water provinces are nearby thus reaching friendly province(s) across water. In any case this discussion should wait until the beginning of development for DOM_4... we're not going to see a code change this late in the game. Quote:
If late age ERMOR won the castle you were patrolling... and you surrendered... they would instantly turn you undead to make sure you wouldn't surrender again. |
Re: Fort Retreat Survival --> call for discussion
@ NTJedi
I'm a bit confused. Do you: (A) agree with me that routed defenders SHOULD NOT survive, or (B) disagree with me, arguing instead that routed defenders SHOULD survive, as is currently the case http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Fort Retreat Survival --> call for discussion
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It's definitely a good game suggestion, let's hope Illwinter is inspired to create a Dominions_4 where a more realistic scene of troops routing can exist which would increase strategic gameplay. |
Re: Fort Retreat Survival --> call for discussion
Just cap the adjacent provinces if you want to kill off the defenders, if you can't manage that your army doesn't really control the field enough to justify a complete elimination of the defenders.
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Re: Fort Retreat Survival --> call for discussion
Conventions of war:
There were some conventions of war as far back as the Crusades and possibly before. They weren't always applied, though. In some cases in the crusades, defenders of a castle were converted at swordpoint and then released (the conversion didn't stick, oddly enough, and the soldiers in question probably went home and joined their army again). |
Re: Fort Retreat Survival --> call for discussion
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