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April 28th, 2008, 07:42 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Siege weapons
Siege weapons are best abstracted imo, but anti personnel war machines can actually work rather well in dom3.
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April 29th, 2008, 04:50 AM
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Second Lieutenant
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Join Date: Feb 2007
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Re: Siege weapons
Hum, and about that "toring down the wall"...
Why is there always a only tiny opening in the wall ? I'd sure love to have more that one invading point and / or being able to break some other part of the wall.
__________________
Often I must speak other than I think. That is called diplomacy.
* Stilgar
Show me a completely smooth operation and I'll show you a cover up. Real boats rock.
* Darwi Odrade
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April 29th, 2008, 05:24 AM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
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Re: Siege weapons
And why does it happen that sometimes a fort will have no tower weapons? Is this just related to the type of fort you build? Do any forts have tower weapons except for home provinces?
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April 29th, 2008, 05:43 AM
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BANNED USER
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Re: Siege weapons
That was covered in the 'problem of fort types' thread.
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April 30th, 2008, 05:45 AM
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Second Lieutenant
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Join Date: Jan 2007
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Re: Siege weapons
O.k. thanks for the answers. Perhaps "siege weapons" was a bit misleading, I meant war machines on the battlefield that could be thematic like Scorpions and ballistas that could easily be implementent for nations like Phytium, MA Ermor or the like. E.g. Ballistas could be treated as giant crossbows that fire once every 3 turns.
Was just wondering though.
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April 30th, 2008, 05:55 AM
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General
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Join Date: Oct 2007
Location: Poland
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Re: Siege weapons
That is really a thing that we can add to Conceptual Content Mod. Size 4-6 is enough for normal war machines. Nothing fancy like huge neurobalistas.
You can add many things to that, including AoE fire, poison, decay...
Greek artillery
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April 30th, 2008, 06:23 AM
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Corporal
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Join Date: Jan 2008
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Re: Siege weapons
What about a unit like Hydras with Secondshapes (and thirds...) based on the number of operators left. First operators are killed afterwards engine is damaged. If no Operator is left unit has no defense/attack/movement, only HP and being inanimated (destroyed if no commander left on battlefield) and each operator killed (each different shape) has different attack/defence damage based on the reduced efectiveness.
We can add also the "only repair in lab" tag because operator have to be trained.
Size problem shouldn't be so big, size 6 is huge (dragons) a siege machine much bigger than a big dragon? Possible but not mandatory. (We can asume that engineering needed to build those is uknown yet). Mobility is a problem, just give them movement one and high resources to imply use of horses, poles and such to move them.
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