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Hulaku
10-24-2002, 08:50
I was beseiging an amply-supplied and garrisoned castle last week, and not looking forward to the casualties it would cost me to assault. I dropped an emissary on the castle, to see what the bribery expenses would be -- and I didn't have the money. So I dropped a spy on the castle, just out of curiousity, and got a message asking if I wanted him to try to open the castle gates at night or somesuch. "Yes!" I cried, and ended the turn.

Sure enough, I got a message saying that my trusty 007 had sneaked in and opened the gates at night, and that my forces had entered and captured the castle with very little casualties. And so I was the owner of some delightful new property, my armies still intact.

I haven't seen anyone mention talking about this before. Did I just miss this in the manual? But I love the thought of my guys sneaking in and killing the dastardly Spaniards in their grimy beds! I love my spies.

-- Hulaku

solypsist
10-24-2002, 09:20
it's in the manual, but I'm sure there are some out there to whom this is news.

Papa Bear!
10-24-2002, 09:48
it was news to me the first time I saw it on a forum, despite my reading the manual. Funny how a manual can be so spartan for needed information much to everyone's dismay, but even the stuff they do provide is sometimes missed.

t1master
10-24-2002, 09:57
papa

i agree

i read that manual twice and a lot is left out. and even more i forget.

pg 39 talks about the spies, opening the gate, i didn't know till just now.

i've never tried it though, it might just save some of my tired besiegers.(is that a word?)

el_slapper
10-24-2002, 15:03
I'm pretty sure I found it in the french manual. But I never tried it. Hey, either I'm waiting for the enemy to starve or I Attack to increase my king's leadership(& have enough losses to lighten the maintenance fees).

But it sounds cool, I should try. What a pain there are no mini-movies...

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War is not about who is right, only about who is left

Prodigal
10-24-2002, 17:26
This'll sound dull, but you're better off reading the manual after playing a few games than when you first start, that way the things that didn't seem so important first time round stand out.

For Example: Assassins can kill their own faction leader!

Did you know that? I do, & apparently so does the guy or gal who wrote the manual, but it just doesn't work.

Sorry had to get a moan about that in somewhere.

hoom
10-24-2002, 18:01
The only time I have tried this was in STW:WE, and I lost way more troops than I would have if I'd done an assault http://www.totalwar.org/ubb/frown.gif

Might be better now that Castles have walls and missiles firing from the walls...

Paladin
10-24-2002, 18:12
I knew about this but I never used this trick. Especially since I removed all spies from the 1092 campaign because many people felt they were too strong when used to cause rebellions.

However, assassins, priests, bishops, emissaries, etc. were left in the game as being historically correct.

If anyone would like to try the 1092 campaign that does not include Spies, but also gives you the opportunity to Crusade as per history and create feudal knights early on, please download it from http://www.totalwar.org/ubb/Forum5/HTML/000601.html

Thank you.

Swoosh So
10-24-2002, 18:15
Wow you guys read the manual im impressed!, I just dived in headfirst http://www.totalwar.org/ubb/smile.gif

Praylak
10-24-2002, 21:26
The spies ability to uncover a generals vices and expose them is another ability not available now that spies are removed from the 1092 mod. In truth though, I have never been able to successfully use this ability. Really whats the point? I'd sooner use an inquisitor and fry the general.

Besides the trade-off is far more beneficial using this mod. I think the Dev crew should take a look at what Paladin and others have done. A few things I'd like to commend him on.
- removing the link between Flanders and the English keeps the English in the game for more than 20 turns now and helps keep the French within reason.
- Feudal Knights during the Feudal times.
- The historic start locations and ownership. (Bravo)

As a predominanty Turkish player, it's a new challenge and I do enjoy it. In all repects I think this new mod adds a better sense of realism and game balance, so keep up the ace work Paladin. {Salute!}

Lord TangMo
10-24-2002, 21:51
This feature is in STW:WE too.

Teutonic Knight
10-24-2002, 22:28
the thing about the assasins was taken out of the game after the manual was printed, because since you are the king it doesn't really make much sense for you to order an assasin to kll you

Paladin
10-25-2002, 00:48
Quote Originally posted by Praylak:
The spies ability to uncover a generals vices and expose them is another ability not available now that spies are removed from the 1092 mod. In truth though, I have never been able to successfully use this ability. Really whats the point? I'd sooner use an inquisitor and fry the general.

Besides the trade-off is far more beneficial using this mod. I think the Dev crew should take a look at what Paladin and others have done. A few things I'd like to commend him on.
- removing the link between Flanders and the English keeps the English in the game for more than 20 turns now and helps keep the French within reason.
- Feudal Knights during the Feudal times.
- The historic start locations and ownership. (Bravo)

As a predominanty Turkish player, it's a new challenge and I do enjoy it. In all repects I think this new mod adds a better sense of realism and game balance, so keep up the ace work Paladin. {Salute!} [/QUOTE]


Thank you for the kind words. I appreciate it very much. Please let me know if there are any other issues that you think will add to the historical nature or balance of the campaign.

Best Regards,
Paladin

Jango Fett
10-25-2002, 05:29
yo paladin dude nice job

Paladin
10-25-2002, 07:30
Quote Originally posted by Jango Fett:
yo paladin dude nice job [/QUOTE]

Thanks, bro. http://www.totalwar.org/ubb/smile.gif

antidotos
10-25-2002, 18:06
I think spies open castles gates too easily.
It sems the prob is 50%, so with 2or 3 spies you are almost sure to take the castle without casualties.
Why should I risk an assault ?
By the way I have never been involved in any siege battle in my campaign(that s sad as it is an interesting new feature with siege engines but it is really too counterproductive).
I read that modders can suppress strategic agents, can anyone give a clue about that ?
(The way assassins are used is totally unhistorical).

Thanks for reading.

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