Re: questions about sieges
increasing tower_level may provide greater attck pwr against enemy. Also reducing siege attck pwr may take em longer to breach the walls thus allowing the time limit to expire. The game is about conquering and capturing settlements and besides offense always wins one way or another.
Re: questions about sieges
Hi lonck,
Thanks for this reply. Yeah, I know what you mean about the basis of the game, it's about attack and conquest, which is fair enough. I just wanted to make sieges more of a big deal - more risky and costly for the attacker.
Well, I got some better results by strengthening gates and reducing the power of siege engines, so that was a good suggestion. I also increased the cost of siege engines.
If only besieging armies could suffer attrition, that would really make it more realistic and more of a logistical challenge.
To balance things up, hopefully, I also made walls more expensive and doubled their construction time.
I'm now happier with the siege scenarios. Many thanks for the reply!
Finally - just a thought - could it be scripted that besieging generals run a risk of falling ill, with a resulting negative effect on the troops under their command? I have absolutely no experience in editing traits or scripts, so this is beyond my knowledge. But it might help inject some realism into siege operations.
Re: questions about sieges
If I remember right, on TWC, there is a mod, broads, blood,and bastards, or something like that, that strictly tweaked the ancillaries and vnvs. Generals could get sick just staying out of town too long. Might look at it.
Re: questions about sieges
Hi irishron,
That's great - I'm really indebted to you for this info. Just checked out the blood, broads & bastards mod - looks just the thing. Many thanks indeed!