View Full Version : Siege and Treachery
Caratacos
12-09-2006, 03:12
I've just had this idea (and bear in mind i have no knowledge of scripting or anything to do with modding-- so i am not sure how impossible it would be to implement). The idea stems from two things i find lacking in RTW-- Sieges are too repetitious and there is not much treacherous behaviour (other than bribing).
The idea is this: Upon besieging a city there is a % chance that someone will (like a spy) open the gates for you. The % chance could be related to the besieging army and besieged army's strength ratings-- the higher chance of treachery the more the attacking army dominates the defending army. The % could also increase the longer the seige drags on.
Just thought this might spice those sieges up a bit. Any thoughts?
Correct me if I'm wrong, but isn't this already in the game?
Correct me if I'm wrong, but I believe this is already in the game. Put a spy in the city. Siege it, and it has a chance of having the gates open. However I don't think the guy disables the boiling oil....?
Caratacos
12-09-2006, 03:21
If you have a spy in a city this is possible but i was thinking of this happening without it. Like the a citizen (or soldier) betreaying the defenders for fear of the huge army on their doorstep.
Zaknafien
12-09-2006, 03:55
The spy is abstract and could be considered to represent that already, I think. Either way your spy makes contact with traitorous elements within the city and pays them to open the gates or what-not. The spy is a spy guild or network of agents and betrayals, not a ninja.
Caratacos
12-09-2006, 04:25
The spy is abstract and could be considered to represent that already, I think. Either way your spy makes contact with traitorous elements within the city and pays them to open the gates or what-not. The spy is a spy guild or network of agents and betrayals, not a ninja.
This is true. But what i'm after is this happening without the spy. Or (in conjunction with the spy) the strength of the invading army (if substatially more than the defending one) increasing the % of success of the spy. At the momement it is based on the spy's skill alone.
I was picturing a town, with say one or two units defending it, besieged by a large army. The chance of success for the defenders is minimal so in order to not anger the soon to be conquerors someone betrays the defence. of course you may still choose to exterminiate the populace afterwards if you wish:eyebrows:
This is true. But what i'm after is this happening without the spy. Or (in conjunction with the spy) the strength of the invading army (if substatially more than the defending one) increasing the % of success of the spy. At the momement it is based on the spy's skill alone.
I was picturing a town, with say one or two units defending it, besieged by a large army. The chance of success for the defenders is minimal so in order to not anger the soon to be conquerors someone betrays the defence. of course you may still choose to exterminiate the populace afterwards if you wish:eyebrows:
This is not going to happen, it is hardcoded.
Foot
I was picturing a town, with say one or two units defending it, besieged by a large army. The chance of success for the defenders is minimal so in order to not anger the soon to be conquerors someone betrays the defence. of course you may still choose to exterminiate the populace afterwards if you wish:eyebrows:
If there's only two units with a large sieging army, just siege it till the time runs out, and they'll either fall, or challenge you to a pathetic fight. Even with scripts that open the gate, your still gonna march inside and slaughter them. If you wanted them to surrender peacefully, I suppose you could consider them choosing not to fight at the end of the last turn a peaceful surrender, as your troops took no battle casulities.
Caratacos
12-09-2006, 04:40
This is not going to happen, it is hardcoded.
Foot
Oh well, kinda thought i was dreaming. Back to reality I guess.
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