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Thread: questions about sieges

  1. #1

    Default questions about sieges

    Hi There,

    It seems to me that in MTW2 sieges are biased towards the attacker, whereas, in real life, the bias went to the defender.

    Castles cost huge amounts of money. People only spent such vast amounts of dosh because they knew castles were effective. In the game, it is almost inevitable that castles will fall. This is largely because attacking armies suffer no attrition.

    I guess you can make walls and gates stronger, and siege equipment for costly and less effective, but sieges will still succeed when the time limit for surrender runs out.

    Is there any way to lengthen surrender times for sieges, thereby increasing the chance of a relieving army showing up?

    Or is there a way to make besieging armies suffer attrition or sickness?

    Any thoughts on this topic welcome.

    Many thanks for replies.

  2. #2

    Default 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.
    How to unpack specific files to they respective folders:
    make a new .cmd in Medieval II Total War\tools\unpacker and put this inside after you right-click edit.
    Code:
    unpacker --source="..\..\packs\*.pack" --destination=..\..\--filter=[name of file goes here w/o brackets]

  3. #3

    Default 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.

  4. #4
    Member Member irishron2004's Avatar
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    Default 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.

  5. #5

    Default 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!

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