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Thread: City Walls

  1. #1
    lictor Member Urg's Avatar
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    Default City Walls

    When I'm attacking cities in EB that have large garrisons, I always find it much easier to capture a city with 'small' wooden walls than the 'large' stone walls. I think this is mainly because large walls allow the attacker to use siege towers, and the AI never seem to run along the walls to meet an attack.

    Conversely, I find it slightly easier to defend a city with small walls. This is because if the enemy capture a stone wall section/tower, it starts firing on my own troops down below.

    This issue always jars me slightly because stone walls are meant to be a better defence.

    I'm guessing this is probably a hardcoded problem due to RTW (I'm not blaming the EB team). But is it something that is fixed in M2TW, or which can be fixed in EBII?

    Finally, in the words of Blxz:

    Quote Originally Posted by Blxz View Post
    Not sure what your idea's are with everything in EB2 and whether you have already got other plans or whatnot or even if you take suggestions from randoms such as myself; but I thought that I would throw this out there and see if anyone from the team (or not from the team) has an opinion.

  2. #2
    That's "Chopper" to you, bub. Member DaciaJC's Avatar
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    Default Re: City Walls

    I always find that defending a city with a large stone wall is much easier than defending one with wooden walls - you have an extreme height advantage where archers, slingers, and skirmishers can devastate enemy units, and there are multiple towers firing a limitless supply of arrows (unrealistic to say the least, but there's no way around it) to those on the ground. And since enemy units using siege towers or ladders will attack you individually or in pairs, you will always have local numerical superiority to crush them.

    Perversely, though, I find that defending a city with huge stone walls is more difficult than one with simply a large stone wall or the Celtic wall - the siege towers fire ballistas, which can thin out your troops on the wall very quickly.
    Last edited by DaciaJC; 09-02-2009 at 17:43.
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    Member Member Puupertti Ruma's Avatar
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    Default Re: City Walls

    Due to the Medieval 2: Total War settlements being medieval, and as modifying battle map settlements is very hard if not outright impossible, it is quite a mystery what the EB team will and can do to remedy the situation. There was some progress made in settlement building editing about a year ago when some Spanish guy could see the 3d models of the buildings from the hexcode of m2tw. Has anyone got more updated news of this breakthrough, or of any other breakthrough in the settlement modding scene?
    Last edited by Puupertti Ruma; 09-02-2009 at 15:47. Reason: some typos
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    RABO! Member Brave Brave Sir Robin's Avatar
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    Default Re: City Walls

    I think its best to mod the larger seige towers to fire arrows instead of ballista bolts. That way half a unit isn't decimated waiting to fight the attackers coming out of the tower. And it makes those large stone walls actually useful compared to standard stone walls.
    Last edited by Brave Brave Sir Robin; 09-03-2009 at 02:17.
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    Member Member Darius's Avatar
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    Default Re: City Walls

    It would certainly be nice to maybe actually see an archer and/or slinger or two stationed at the top of the siege tower actually firing rather than just having the arrows/bullets materializing from nowhere. Yea it might not be feasible but it would certainly add to the realism of it all.
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  6. #6
    lictor Member Urg's Avatar
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    Default Re: City Walls

    Quote Originally Posted by Frontline1944 View Post
    I always find that defending a city with a large stone wall is much easier than defending one with wooden walls...
    Thinking again about my initial post, Frontline is probably right. Generally speaking, if I have a significant sized garrison I sally against the besieging army. The only time I would actually battle to defend a city against a siege is where I have a relatively small garrison. This is when stone walls cause me a problem, because I do not have enough troops to defend the walls and the gates at the same time, and my troops end up getting fired on my the walls once they are captured. The problem doesn't arise with wooden walls. Maybe this is not a problem at all? I'm not sure.

    On the other hand, The problem with attacking walls is a much more serious one because its far easier to capture an AI city with stone walls than one with wooden walls.

    The solutions I can think of to this issue is as follows (forgive my presumption, oh holy eb team):

    - making stone walls more dangerous for attackers (does this make them unhistorical, ie too much like medieval walls? how common were high stone walls in ancient times?)
    - limiting the utility of siege towers such as by limiting the time it takes to build them or the ease with which they can be set on fire (were siege towers actually used in ancient times??)
    - assisting AI troops to run around on top of walls to meet attacks (this is the most important)
    - prevent the stone walls/towers from firing on 'home' garrison troops even when those towers are captured by an enemy

  7. #7
    Future USMC Cobra Pilot Member Prussian to the Iron's Avatar
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    Default Re: City Walls

    wait wait wait....Siege Towers fired ballista bolts in EB1?!!?!!? where was I?!
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    iudex thervingiorum Member athanaric's Avatar
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    Default Re: City Walls

    Quote Originally Posted by Prussian Iron View Post
    wait wait wait....Siege Towers fired ballista bolts in EB1?!!?!!? where was I?!
    In case you haven't noticed, the large siege towers in RTW (those used for large and huge stone walls) have synchronized gatling ballistas mounted on them. Impressive technology, especially seeing as even the Barbarian and Nomad factions can field them...




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    Future USMC Cobra Pilot Member Prussian to the Iron's Avatar
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    Default Re: City Walls

    i honestly never knew that they fired, and i got the game only a couple months after release! amazing that i missed that...

    then again, i never knew you could merge until i got E:TW so...
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    urk! Member bobbin's Avatar
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    Default Re: City Walls

    The first level of stone wall is the best, it has all the benifits of a stone wall without the evil seige towers you get with the larger walls.
    Quote Originally Posted by Urg View Post
    Thinking again about my initial post, Frontline is probably right. Generally speaking, if I have a significant sized garrison I sally against the besieging army. The only time I would actually battle to defend a city against a siege is where I have a relatively small garrison. This is when stone walls cause me a problem, because I do not have enough troops to defend the walls and the gates at the same time, and my troops end up getting fired on my the walls once they are captured. The problem doesn't arise with wooden walls. Maybe this is not a problem at all? I'm not sure.
    . Don't trying to guard the gates 9 times out of 10 the ram gets set on fire, once you realise this defending stone walls is easy, I've held off of armies of thousands with 6 units in the past.


    On the other hand, The problem with attacking walls is a much more serious one because its far easier to capture an AI city with stone walls than one with wooden walls.
    Really? I've always found taking stone walled cities is far more costly as you have to fight the enemy on the walls which always results in more deaths. With wooden walls its essentially a normal straightforward fight, just knock a few holes in it and use missle troops to drive the defenders away from the breaches.


  11. #11
    That's "Chopper" to you, bub. Member DaciaJC's Avatar
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    Default Re: City Walls

    Quote Originally Posted by bobbin View Post


    Really? I've always found taking stone walled cities is far more costly as you have to fight the enemy on the walls which always results in more deaths. With wooden walls its essentially a normal straightforward fight, just knock a few holes in it and use missle troops to drive the defenders away from the breaches.
    A few archers and skirmishers firing into the sides and rear of enemies as they run around like headless chickens makes the assault a much easier and quicker process.
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    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: City Walls

    Syracusian Death Ray Towers.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  13. #13
    Future USMC Cobra Pilot Member Prussian to the Iron's Avatar
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    Default Re: City Walls

    Quote Originally Posted by antisocialmunky View Post
    Syracusian Death Ray Towers.
    Epic. Win.
    Last edited by Ludens; 09-05-2009 at 14:01. Reason: language
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    iudex thervingiorum Member athanaric's Avatar
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    Default Re: City Walls

    Quote Originally Posted by antisocialmunky View Post
    Syracusian Death Ray Towers.
    You know, we should make an "Ancient Science Fiction" submod for EB...




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  15. #15
    Future USMC Cobra Pilot Member Prussian to the Iron's Avatar
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    Default Re: City Walls

    lol, we could make like enormous walls in Troy and have you attacking them with that one siege tower at Crete (can't remember the name) that was like the biggest ever made!
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    Guest Azathoth's Avatar
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    Default Re: City Walls

    lol, we could make like enormous walls in Troy and have you attacking them with that one siege tower at Crete (can't remember the name) that was like the biggest ever made!
    That was the Heliopolis in Rhodes.

    I don't remember the walls in Troy being that big. Why not just make walls 1000 feet thick and high if you want science fiction? Think of armored cavalry charging thousands of spearmen off the edge of the wall (into a moat of lava).

  17. #17
    Future USMC Cobra Pilot Member Prussian to the Iron's Avatar
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    Default Re: City Walls

    and then, as an easter egg, we could have anakin skywalker sitting on the edge of the lava!
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  18. #18
    That's "Chopper" to you, bub. Member DaciaJC's Avatar
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    Default Re: City Walls

    Getting dangerously off-topic, doncha think?

    In sum, I believe walls are fine as they are (though if a case could be made to include murus dacicus, I'd be delighted) but for those ballista-firing siege towers. If they could be modded to fire arrows, that would be incentive enough to upgrade from normal to huge stone walls.
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  19. #19
    Future USMC Cobra Pilot Member Prussian to the Iron's Avatar
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    Default Re: City Walls

    wait, what? If the enemies siege tower fired fire arrows (unlimited of course) then it would be incetive to build bigger walls so they can shoot more guys wiht fire arrows?

    or are you saying have wall towers fire fire arrows?
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    That's "Chopper" to you, bub. Member DaciaJC's Avatar
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    Default Re: City Walls

    I don't believe I once put two "fire"-s side by side. No, just regular arrows. When an enemy is attacking your huge stone walls, they will build siege towers that fire ballistas. These ballistas can take a major toll on your wall troops (and I don't believe they're very realistic, anyway). So I tend to just stick to normal stone walls because the siege towers built to attack those walls fire only regular arrows.
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  21. #21
    Future USMC Cobra Pilot Member Prussian to the Iron's Avatar
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    Default Re: City Walls

    ok i see what you're saying now. well, i never noticed it, so either i just didnt pay attention, or...i dont know. but yes, firing arrows from siege towers would be nice.
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    RABO! Member Brave Brave Sir Robin's Avatar
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    Default Re: City Walls

    Quote Originally Posted by Frontline1944 View Post
    Getting dangerously off-topic, doncha think?

    In sum, I believe walls are fine as they are (though if a case could be made to include murus dacicus, I'd be delighted) but for those ballista-firing siege towers. If they could be modded to fire arrows, that would be incentive enough to upgrade from normal to huge stone walls.
    Its not that hard to mod this. Even someone as ignorant as me can fix it.

    Go into your EB folder, and search for a file named descr_engines. Look for medium tower (tower for large stone walls which are the largest you can get in EB) and look for two parts of the description. At the top, change the projectile from scorpion to arrow, then scroll down a bit. You'll see this...

    attack_stat 12, 2, scorpion, 120, 30, siege_missile, siege, piercing
    attack_stat_attr ap, bp, launching

    Replace that with this....

    attack_stat 8, 2, arrow, 100, 100, missile, archery, piercing
    attack_stat_attr ap


    Now you should have large towers that are not intensely deadly but will still pick off a few wall defenders on their way.

    You can also mod the frequency of the firing but I didn't want to mess with that.
    Last edited by Brave Brave Sir Robin; 09-04-2009 at 23:48.
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    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: City Walls

    Actually, THIS would be a better easter egg: https://www.youtube.com/watch?v=wM2ToLRfz-U

    "Oh, that's weird, why is the Colossus appearing under the army display?"
    "Its probably just a new way of displaying the thing better I guess.."
    *Starts Siege Of Rhodes*
    "Wait... is that thing... movi-OHMYGOD!!!"

    @ Robin - Is there anyway to add more weapon mounts to siege towers? It would be nice if we had many more weaker weapons like they had in real life.
    Last edited by antisocialmunky; 09-05-2009 at 00:52.
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    Future USMC Cobra Pilot Member Prussian to the Iron's Avatar
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    Default Re: City Walls

    lol, Kratos unit with epic epicness packed with win.
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  25. #25

    Default Re: City Walls

    MTW2 has some advantages in this regard in that the towers are only activated if there are defenders nearby - and cannot be used by the attackers. However, this can also be exploited when attacking the AI. On the other hand it seems far harder - in fact almost impossible - to set fire to siege equipment. Lastly the AI appears far dumber when attacking than it ever did in RTW. Basically it loves to charge all its troops at once through the main gate onto your spears...

  26. #26
    Member Member jazstl's Avatar
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    Default Re: City Walls

    Yes, I won a hundred of times usnig this trick...

    Gate towers, should fire balista ammo others only arrows...Just a proposal...
    The soldier who runs away, will RUN away another day...

  27. #27
    That's "Chopper" to you, bub. Member DaciaJC's Avatar
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    Default Re: City Walls

    Quote Originally Posted by jazstl View Post

    Gate towers, should fire balista ammo others only arrows...Just a proposal...


    The towers are already overpowered... no need to have some of them firing ballistas now.

    Quote Originally Posted by Brave Brave Sir Robin
    Its not that hard to mod this. Even someone as ignorant as me can fix it.

    Go into your EB folder, and search for a file named descr_engines. Look for medium tower (tower for large stone walls which are the largest you can get in EB) and look for two parts of the description. At the top, change the projectile from scorpion to arrow, then scroll down a bit. You'll see this...

    attack_stat 12, 2, scorpion, 120, 30, siege_missile, siege, piercing
    attack_stat_attr ap, bp, launching

    Replace that with this....

    attack_stat 8, 2, arrow, 100, 100, missile, archery, piercing
    attack_stat_attr ap


    Now you should have large towers that are not intensely deadly but will still pick off a few wall defenders on their way.

    You can also mod the frequency of the firing but I didn't want to mess with that.
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  28. #28
    lictor Member Urg's Avatar
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    Default Re: City Walls

    Quote Originally Posted by Frontline1944 View Post
    In sum, I believe walls are fine as they are
    With stone walls, the AI always line up their troops on the part of the wall facing your troops, but they never move, unless your troops are on the walls close by to them. This makes its very easy simply to move your siege towers around to the undefended side of the wall and get atop the battlements.

    Next, you keep moving lots of your troops (especially the ones with arrows, javelins, etc) onto the wall. The AI troops in the city (ie not on the walls) will race around underneath your troops, allowing your troops to fire missiles at them and allowing your captured wall-towers to fire at them too.

    Eventually, when the enemy is sufficiently weakened, you can then move some of your troops into the city proper (ie on the ground). Once you have a number of troops inside the city, the AI will pull all their troops off the wall, allowing you to capture the entire wall and all the wall-towers.

    The AI will continue to run around getting fired on until they are sufficiently weakened, at which point they retreat to the city-centre. By then they should be easy fodder for your troops.

    This is quite different to laying siege to a city with wooden walls. There are some tricks that can be used to allow your troops to march into a city with wooden walls without fighting an enemy at the gates. But eventually the AI troops must be defeated using regular tactics.

  29. #29
    RABO! Member Brave Brave Sir Robin's Avatar
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    Default Re: City Walls

    Quote Originally Posted by antisocialmunky View Post
    @ Robin - Is there anyway to add more weapon mounts to siege towers? It would be nice if we had many more weaker weapons like they had in real life.
    I don't believe towers can fire any more than one type of missile but you could mod them to fire any type of missile in the game I believe. If you wanted javilins or rocks to represent men tossing those types of missiles you could. However, still only one type unless I'm mistaken. Someone with more knowledge of modding might be able to help you better here.

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  30. #30
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: City Walls

    How about just more missiles from many mounts?
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