![]() |
Siege Units
Not sure if Dominions_3 will have siege units or not... but I believe it will be possible to make at least some siege units via modding.
Siege units such as a Battering Ram or Siege Tower which allow for storming more quickly, catapults which can be used on the battlefield for long distance area attacks during a battle, and even design some siege units which can be used as counters to target and more easily destroy siege type units. I believe most siege units should exist on the battlefield where opponents have an opportunity to destroy them. Would love to hear ideas .................. especially developer ideas. http://forum.shrapnelgames.com/image...es/biggrin.gif [b] EDIT: Just wanted to add I don't know the overall opinion about the mass-castle strategy currently in Dominions, but if designed correctly siege units might address this issue where gamers focus on building of castles more strategically instead of everywhere. |
Re: Siege Units
Battering ram - useless on battlefield, needed to burst the gate in. What do you think the besiegers are doing? Siege towers would be really strange, as for some reason units can only attack through the gate.
Catapults are probably trivial to mod in, after all, Boulders already exist. They can fly as far as you want, as long as you increase the catapult's strength. The stronger it is, the better it is at breaking castles. I woudln't except siege engines in Dom3. Sappers, Siege Engineers, Golden Era down-to-earth engineer/philosophers (whatever they are called), and on the other hand, Guardians, Ghoul Guardians, Man's Tower Guards, C'tissian City Guards etc have been enough for both Dom:PPP and DomII. |
Re: Siege Units
Quote:
Quote:
Quote:
|
Re: Siege Units
Quote:
Flaming boulders (burning stone? http://forum.shrapnelgames.com/image...ies/tongue.gif) would be directed to the defenders, as the disease-corpses. That wouldn't work well, unless you actually wanted to be able to slowly kill the defenders without actual battle. And, do you really except the Siege Engineers personally walk next to the castle, and pound the wall to dust? I think the actual engineering part is hidden, but I don't mind that, personally. |
Re: Siege Units
Quote:
Quote:
Quote:
============== These can be units on the battlefield which their main purpose is off the battlefield... except for maybe the catapult. |
Re: Siege Units
Quote:
Quote:
|
Re: Siege Units
I'd love to have include siege weaponry in a mod, it's just that I'm completely inexperienced with graphics... maybe Illwinter will chime in on whether or not the gfx are in there already so Wish_4_blood_slaves doesn't have to start http://forum.shrapnelgames.com/image...ies/tongue.gif
There's already some sort of machine in the UlmPunk mod, I don't remember what it does, though. Giving a unit a "spell" as a special ability is possible in mods, isn't it? Some sort of machine that casts Flying Shards or Blade Wind would be sweet... |
Re: Siege Units
Siege units seem like a good idea to me. The only thing is that some of us don't care to use our imagination to see how it might work. The only problem I see would be the huge balance issues. On a further note: Bog Beast is a siege unit.
But one thing I'm concered about is the graphical side. There's three ways I can think of making the graphics work for a standard catapault. 1. Graphics act like arrows. They fly, fall, hit the ground, and that's it. Disadvantage: It ignores the fact that boulders roll. 2. Graphics act like a 1-round summon spell. Catapault shoots, boulder appears ontop of a square of units, boulder rolls (moves) one or two squears. Disadvantage: You don't get to see the boulders fly. 3. A combination of the two where the boulder acts like it has cast a targeting spell, but when it hits a target, a boulder appears as a 1-round summon spell. Disadvantage: Is it even possible? And then since it's treated as a spell, if you have 5 catapaults, won't battles take way longer? |
Re: Siege Units
I don't know how to give a spell, but Blade Wind effect is just set damage (no str bonus), proper graphics, and 50 attacks/round. And precision -5, and limited to only be fired once or twice, and maybe something else for balance.
Most different damage spells can probably be modded in, but the special often can't. If a weapon already does it, it can already be modded, there are some weird things out there (eye loss from Vision's Foe, plague, life drain, paralyze, soul slay, enslave mind) |
Re: Siege Units
Quote:
|
Re: Siege Units
Quote:
Quote:
Quote:
|
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.
According to Wiki: Quote:
[/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:
|
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
http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/image...es/biggrin.gif http://forum.shrapnelgames.com/image...es/biggrin.gif
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
Quote:
|
Re: Siege Units
Pythian, Ermorian and Abysian castles have Ballistas in their towers. Most nations have shortbows, few crossbows/arbalests.
|
Re: Siege Units
Quote:
--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
Quote:
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:
Quote:
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. |
Re: Siege Units
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
Re: Siege Units
NT_Jedi, when did you join Club Stupid? I don't know what it is with you, but you seem to be completely incapable of grasping the fact that you have no goddamn point at all. You want to add an extra layer of complication that does absolutely NOTHING simply for the sake of adding it. The existing mechanics cover siege engines quite well, so why complicate the system?
The only suggestion you made that has any merit is the addition of long range missile units, but those would be anti-unit missile units in combat and would be treated as normal albeit mindless units. If they had a siege bonus, fine, then they'd also serve the function of siege engines, but I fail to understand why you need to inject all the extra crap into this discussion. Edi |
Re: Siege Units
Keep discussion civil please. I'd rather not have to close this thread.
|
Re: Siege Units
From your earlier posts, I was under the impression that you wanted siege engines that help during the siege, but do nothing or next to nothing on the battlefield; they could be desroyed on the battlefield, and would have to be protected, but would be otherwise nearly useless.
First, battering rams and siege towers wouldn't add anything Siege engineer, the commander, doesn't already model. They have to be protected, they shouldn't be in melee, if they are present during the siege, the walls go down. You agreed to this earlier: Quote:
Second, adding a whole new caste of ranged units that are much more powerful than any existing unit is a bit too complicated to my tastes. Quote:
If they were as weak as stone-hurling devices which take a few shots to adjust to hit a castle should be, they'd only fire a stone every five turns or so, so their second shot would already endanger your own melee units. They would have to be set to guard commander, if they were units, or be guarded, if they were commanders. It'd be much easier to destroy siege equipment that it is currently. Also, it wouldn't be realistic for the armies to build siege engines against a fight with barbarians, or to reassemble their siege engines from the parts included in the Siege Engineer's cost as resources when fighting those barbarians. Of course your opinion is as valid as that of anyone else, but I fail to see why it is so important that the siege engines can be realistically destroyed. The siege in Dominions is already very abstract - no one dies, except from starvation/disease, until one party decides to attack. In my opinion, whether the defender tries to destroy siege engineer or his siege engines makes no difference - except that, realistically, siege engineer can build new siege engines, but siege engines might be unusable without the siege engineer. With every turn equaling a month, there'd be lots and lots of siege engines in just a couple of turns. |
Re: Siege Units
Quote:
Quote:
|
Re: Siege Units
Quote:
Also within the current setup only the engineers can be killed compared with my suggestion which would make both the engineers and the siege engines targets as seen within historical battles. Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
-- EDIT = to remove earth gem example and replace with a better example. |
Re: Siege Units
Quote:
Quote:
Quote:
The reason there are no siege engines like siege towers and battering rams on the field during the battle replay is that the breaching has already been done and what you see is more or less an abstract of what happened in the battle (instead of the actual storming of the walls). If you absolutely had to have the kind of missile siege engines you're talking about, it could be programmed much like fort defenses are. Each nation gets a number of siege engines based on their fort type or production scale or whatever factor you want to use for determining it (or just use the nation, as is already done with the fort), and they act like a fort defense but on the attacker's side. Of course, to compensate, you'd have to double or triple fort defenses to even things out a bit. If you want to insist on these siege engines, then the least you could do is come up with some suggestions that are actually implementable without substantially increasing micro, bogging down play and requiring rejiggering all national troop compositions and other elements. If you really want minor fluff like this, then bring an actually sensible proposition to the table. Edi |
Re: Siege Units
To sum this up, it seems that you think that it is too easy to break down castle walls, and would rather give defender easy ways to destroy the siege engines that would do most of the wall-breaking job. I don't think such a chance is needed.
The siege engines would also have a role in the battlefield, by targeting enemy rear (hopefully just archers, because fire at mages/commanders was removed for a reason). There could also be different effects for different nations, even though this would probably be an even lesser consern as siege engines won't be used much on the battlefield any way. I don't think we need ranged units that spesifically target enemy archers, and national differences can be emphasized in other ways as well. If siege engines were implemented, I don't see why these changes couldn't be added, as well. I quess it comes down to whether a change is needed. Matter of taste. |
Re: Siege Units
Quote:
Quote:
Quote:
Also since the main use for these new unit types will be for storming fortifications I don't see them being a great influence on current gameplay. Quote:
If time permits I might make this into a Mod and then collect feedback. Thanks for the chat! http://forum.shrapnelgames.com/images/smilies/smile.gif |
Re: Siege Units
So why not mod a unit that has 1 strat move, 0 battlefield move, no meele attack, a huge siege bonus and a powerful ranged attack with just one ammo, is vulnerable to fire, a mindless construct, immune to poison, a little resistant to cold, has decent hitpoints but no armor? You can have all this in Dom2 if I am not mistaken. http://forum.shrapnelgames.com/image...s/confused.gif
I do not worry about history too much, but I worry about fun. So where is the fun of gameplay in this siege engine proposal? It was fun in the WarlordsII & III to move siege engines around that provided a nice bonus to your overall army, but which was crap when it stood on the frontline. Since they were slow, one would move a siege engine by its own ahead to the next target, so your enemy could sent fast units to intercept it. That was fun. However I cannot see how this would carry over to Domininos: the scale is much larger, and intercepting armies doesnt work in Dom2. (Hopefully there is a command in Dom3, which gives fast units a chance to defend one or two neighboring provinces to allow some limited interception.) However, I do see a problem with sieges in Dom2, too: Where is the point for besieged troops to try and break the siege? If they wait they have their towers firing as a helper. The only reason might be starvation, but this is hardly an issue thanks to lab-teleportation of wineskins into sieged castles. http://forum.shrapnelgames.com/images/smilies/frown.gif Recovering tax and gem-resources? Hmm, not that urgent, is it? So maybe every break siege attempt may recover some castle defense points and thus prolong the siege, thus modelling that the sortie of the defenders interrupted the enemies siege. Should be based on the summedup strength of the troops that try to break the siege and the number of battle turns that they manage to survive, so that continually breaking sieges with a single scout won't have any effect at all. But then again it should be good enough to set off the loss of the troops for the next few siege rounds, too. Hmm... |
Re: Siege Units
Quote:
Quote:
I see great fun imagining what the Jotun giants boulder will do, or the flaming boulder from Abysia, or a boulder from Ermor doing possibly fear... the different types of heavy long range attacks can really be interesting. Even some siege tower might be able to be made more interesting to match the different types in history. I believe Dominions can have these type of units... the units just need to be setup with game balance in mind. Quote:
Quote:
|
Re: Siege Units
Quote:
Quote:
|
Re: Siege Units
Quote:
Quote:
Quote:
|
Re: Siege Units
If the modding tools are sufficiently powerful, it should be possible for a high-cost Engineer unit to gain the "Summon Allies" command, that summons an immobile siege weapon. Sounds to me like a good compromise between abstract and concrete. The seige weapons should have enough upkeep to model several soldiers manning them and many noncombattants maintaining them. Hopefully Doms III will allow disbanding, but if not, the ranged ones would still be good on the defensive.
|
Re: Siege Units
I think the mod tools will be powerful enough to add siege type units for sure. The Doms2 modding ability was very good imo, and it will be even more powerful in Doms3 as we all know. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: Siege Units
Quote:
Quote:
|
Re: Siege Units
Obviously, a seige bonus has already been implemented, but what about the other effects of seige weapons? They were also used to kill defenders. Maybe some modelling of that could be included in-game? (maybe as a scalable ability, which does x damage to a random, possibly non-commader unit, every turn. Or acts like a certain # of arrows fired at a random unit).
|
Re: Siege Units
I don't know if I'd like that. It would be possible, of course. Say, Flames from the Sky-like effect, 8 non-resistable armor-piercing damage to at max 50% of the defenders, defense allowed.
However, that would kill all mages, who shouldn't be on the walls. It'd be nice, if it was implemented properly, but having a poor implementation wouldn't be fun at all. |
Re: Siege Units
I think it might be fair if it didn't hit commanders (though then it would just make normal troops worse than they already are... Hmmm....)
|
Re: Siege Units
Quote:
|
Re: Siege Units
Quote:
|
Re: Siege Units
Quote:
It wasn't even my suggestion this time! http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Siege Units
Yes, the idea being put forth (by me,Fate, NOT NTJedi) is someting which (I believe) is not currently in the game. A special ability that allows a defender to fire X amount of arrows which hit a random enemy UNIT (not commander) and deal the damage of a normal arrow (could be based on their weapon).
I do not believe there is that capability currently, but, not having looked at the modding files, you never know... |
Re: Siege Units
I doubt that kind of ability is added. In Dominions II, all modding that was available was editing the units' abilities and costs, and creating new units and adding existing abilities to them. Unless siege engines have been changed or some other creature/unit capable of hurting enemies in a besieged castle has been added, I doubt an ability like that can be modded in.
|
Re: Siege Units
You guys do realize that with dragons and mages and stuff, none of the siege weapon effects have to be grounded in reality. We have a weapon that essentially does what one person already suggested. And btw wiki is a horrid source for information.
|
Re: Siege Units
Quote:
|
Re: Siege Units
I have done a mod that adds unique siege equipment to sevral sides. A ry'leh mind enslaver to get pathetic humans to open their gates, a c'tis poison trebuchet, a machaka web catapult, and a hoburg soup cannon (don't ask).
Immediate plans include ulmish ballistae, caelian battlefield lightning rods, and an enormous atlantian turtle. All of this is easy to encode in Dom2. |
Re: Siege Units
Quote:
Perhaps others could add their ideas for what type of siege units should exist for each nation... so the community as a whole can agree on the final results. |
Re: Siege Units
Thanks for the support. Of course, very little balancing work was done, and the graphics are only half finished. I kind of got bored. And yes, discussion would be interesting, if only in preparation for a mod. perhaps I'll place a thread eventually. I AM pretty lazy though.
|
All times are GMT -4. The time now is 05:27 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.