View Full Version : Creative Assembly Sieging now works a treat! Well done CA!
On the turn after a successful attack on a province with a castle a siege may result:
If the attacker choses to retreat or assault straight away no multiple costs are incurred. Very nice addition. http://www.totalwar.org/ubb/smile.gif
If the attacker decides to stay and siege the next turn a x2 support cost is employed.
This works a treat as it gives the attacker a turn to avoid he x2 siege costs by either assaulting or retreating.
Great stuff CA. http://www.totalwar.org/ubb/smile.gif
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Papa Bear!
11-06-2002, 05:18
awesome, I never even hoped they'd actually add this. hoowa!
LordKhaine
11-06-2002, 05:42
I thought it was gonna be x3 support costs?
MonkeyMan
11-06-2002, 06:02
Certainly a good thing for all us SP players, i haven't had chance to find everything new but theres a number of improvements in there. Even the highlighting of the next in line to the throne in red that i asked for a few weeks ago (someone else may have asked for it but it doesn't matter). Thanks CA http://www.totalwar.org/ubb/smile.gif .
Now we can all think of the things we'd like in the next patch and continue to make your lives a misery until you make us an add-on pack http://www.totalwar.org/ubb/wink.gif
deejayvee
11-06-2002, 09:00
Quote I thought it was gonna be x3 support costs?[/QUOTE]
Some people are never satisfied.... http://www.totalwar.org/ubb/smile.gif
Papa Bear!
11-06-2002, 10:31
don't mention add on pack yet please.
Until they get the MP down to a tee, (among other things), they've not excuse to sell us something new.
Lord Romulous
11-06-2002, 11:11
CA u Rock !!!!!!!
this is the best patch addon for me by far.
thanks guys. sorry u have had to put up with so much flak.
signed a happy customer
Lord Romulous
eat cold steel
11-08-2002, 02:39
The multiplier changes depending on the difficulty setting, I can't remember exactly by I think it's regular on easy, x2 on normal, x3 on hard and expert. The AI always take x2.
> This works a treat as it gives the attacker a turn to avoid he x2 siege costs by either assaulting or retreating.
This wasn't a particular hard fix, took a couple of hours maybe, the point was that I was not even aware of the problem until very late in development, basically there were problems with getting feedback from the beta testers back to me. So the beta you had didn't have the fix.
LordKhaine
11-08-2002, 07:22
Is it me... or do you not get money from a province when its being besieged now? I think I noticed that earlier today on a new game.
Regardless, good either way http://www.totalwar.org/ubb/smile.gif
Richard the Slayer
11-08-2002, 07:27
Quote Originally posted by eat cold steel:
The multiplier changes depending on the difficulty setting, I can't remember exactly by I think it's regular on easy, x2 on normal, x3 on hard and expert. The AI always take x2.
> This works a treat as it gives the attacker a turn to avoid he x2 siege costs by either assaulting or retreating.
This wasn't a particular hard fix, took a couple of hours maybe, the point was that I was not even aware of the problem until very late in development, basically there were problems with getting feedback from the beta testers back to me. So the beta you had didn't have the fix.[/QUOTE]
You know CA got all their ideas from me right? I've been launching a crusade of my own trying to make sieges better by suggesting upkeep cost of units as opposed to sige length. It is my idea I am the genius behind it! http://www.totalwar.org/ubb/wink.gif Give me the credit not CA! j/k
muffinman14
11-08-2002, 09:22
Quote Originally posted by Papa Bear!:
awesome, I never even hoped they'd actually add this. hoowa![/QUOTE]
Papa bear, u a navy seal?
Quote Originally posted by eat cold steel:
The multiplier changes depending on the difficulty setting, I can't remember exactly by I think it's regular on easy, x2 on normal, x3 on hard and expert. The AI always take x2.
> This works a treat as it gives the attacker a turn to avoid he x2 siege costs by either assaulting or retreating.
This wasn't a particular hard fix, took a couple of hours maybe, the point was that I was not even aware of the problem until very late in development, basically there were problems with getting feedback from the beta testers back to me. So the beta you had didn't have the fix.[/QUOTE]
YEah ECS we were all getting a little bit concerned as the initial x3 costs as first implemented were really hurting the AI and ourselves since the x3 costs were incurred on the turn after a successful field battle whether you stayed in the province, assaulted the castle or left the province!
I'm glad you managed to fix it the way you did before final release. http://www.totalwar.org/ubb/smile.gif
As it is now, one can simply leave the province or assault straight away and not incur the steep costs. Only by actually deciding to stay and siege do you incur them. Nice one. http://www.totalwar.org/ubb/smile.gif
And i'm glad the AI is limited to the x2 no matter what, afterall, how the Ai was going to cope with the new change was definitely the most important factor. Any more than the x2 and i'm certain the AI would have had problems going bankrupt with it.
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chunkynut
11-08-2002, 18:01
This sounds like a vast improvement and i can see that the need for seige equipment has been greatly increased. I have yet to get the patch (i haven't been at home long enough to do anything but sleep(believe me or i would have been playing MTW http://www.totalwar.org/ubb/smile.gif )) but i'd like to know if the AI assualting castles has increased in number of times and in skill??
thanks
Ohhh... it is getting expensive sending knights on a siege... 3x... GAH!
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