Results 1 to 15 of 15

Thread: A question about walls

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: A question about walls

    I guess it's impossible to create multiple walls in cities. If it were possible, we would probably have seen them in the Roman preview. (I'm not sure how to read the settlements depicted in the Boii preview, since the large city does seem to contain a very feeble second wooden wall.)

    The only alternative around the lack of citadels in non-nomadic settlements would be to switch cities with castles and vice versa: i.e. to give castles to citadel-building cultures and cities to nomadic cultures, contrary to what the team said in the Massilian preview. This would however give birth to two problems: (1) Nomadic settlements would turn out to have a bigger population than their non-nomadic counterparts, which seems unrealistic to me. And (2) nomadic settlements would have more upgrades (6 kind of settlements) than the non-nomadic (who would end up having only 5 levels of castles). Therefore, I believe the team decided to drop the feature of castles with their ring-walls altogether, and to use the castle/city-dichotomy merely to portray nomadic settlements more accurately. A hard decision, but nonetheless perfectly understandable.

    kind regards,

    Andy
    from plutoboyz

  2. #2
    Member Megas Methuselah's Avatar
    Join Date
    Aug 2007
    Location
    Prairie Grasslands
    Posts
    5,040

    Default Re: A question about walls

    Quote Originally Posted by Andy1984 View Post
    IA hard decision, but nonetheless perfectly understandable.
    I don't mind, though. The walls are a small issue in the grand sphere of things. I mean, look at what the EB Team has done already! I'm so damn excited!

  3. #3
    Satalextos Basileus Seron Member satalexton's Avatar
    Join Date
    Apr 2008
    Posts
    1,180

    Default Re: A question about walls

    I know wall models and skins aren't the highest on the team's priority atm, though it would feel weird to have medieval wooden walls and houses in say.....a nomad camp. >_>




    "ΜΗΔΕΝ ΕΩΡΑΚΕΝΑΙ ΦΟΒΕΡΩΤΕΡΟΝ ΚΑΙ ΔΕΙΝΟΤΕΡΟΝ ΦΑΛΑΓΓΟΣ ΜΑΚΕΔΟΝΙΚΗΣ" -Lucius Aemilius Paullus

  4. #4
    Member Member Horatius Flaccus's Avatar
    Join Date
    Apr 2009
    Location
    Ulpia Noviomagus Batavorum
    Posts
    337

    Default Re: A question about walls

    You can probably not build walls in nomad camps?
    Exegi monumentum aere perennius
    Regalique situ pyramidum altius
    Non omnis moriar

    - Quintus Horatius Flaccus

  5. #5
    Near East TW Mod Leader Member Cute Wolf's Avatar
    Join Date
    Nov 2008
    Location
    In ancient Middle East, driving Assyrian war machines...
    Posts
    3,991
    Blog Entries
    2

    Default Re: A question about walls

    I think it was merely change the city_defences, and castle_defences on both building trees, walls on cities and casltes are not a same building in the M2TW EDB though,... but the map plan may speak some difficulty...

    My Projects : * Near East Total War * Nusantara Total War * Assyria Total War *
    * Watch the mind-blowing game : My Little Ponies : The Mafia Game!!! *

    Also known as SPIKE in TWC

  6. #6

    Default Re: A question about walls

    Quote Originally Posted by Megas Methuselah View Post
    I don't mind, though. The walls are a small issue in the grand sphere of things. I mean, look at what the EB Team has done already! I'm so damn excited!
    So true. It would still be a nice addition however, making plundering and looting provinces (rather than destroying impregnable cities) maybe more rewardfull. Yes, this guy is dreaming of a game that actually gives plunderers and looters the chance to sustain an economy of plunder by devastating enemy tiles. I guess this could be implemented by dropping all prices and incomes for buildings and units drastically, which increases the relative income of plunder and loot. It could also be realized by adding the 'lives off the land'-line of traits as standard for most family members, increasing loot income by several hundreds of percentages. I'm dreaming of a system that gives huge demographic growth penalties to family members whose farms were plundered, triggering food shortages and or pestilence in the next turns,... Dreaming can be sweat. :)
    Quote Originally Posted by satalexton View Post
    I know wall models and skins aren't the highest on the team's priority atm, though it would feel weird to have medieval wooden walls and houses in say.....a nomad camp. >_>
    Since the team is reworking the buildings, I see no reason to assume they aren't going to redo (are have already redone) the skins of the walls.
    Quote Originally Posted by Horatius Flaccus View Post
    You can probably not build walls in nomad camps?
    That would be an unexpected turn of the team: adding fortifications and (multiple) walls to people who generally didn't even have a fixed residence, and not giving the same citadels to Romani, Hellens or Poeni, who not only had fortifications, but in many occassions also military strongholds in the center of their cities. Livius constantly mentions them through Italy: one city after another that wasn't stormed because of their fortifications. And even if they are stormed and taken, in some occassions the Roman soldiers simply didn't (try to) take the citadels. We know of several Hellenic and Greek cities to have had akropoleis, while Megas Methuselah states the same (or at least the presence of several walls) for Carthage.
    Quote Originally Posted by Cute Wolf View Post
    I think it was merely change the city_defences, and castle_defences on both building trees, walls on cities and casltes are not a same building in the M2TW EDB though,... but the map plan may speak some difficulty...
    An interesting suggestion.

    hoping citadels and ringwalls can be integrated in some way into EB2,

    Andy
    Last edited by Andy1984; 03-30-2010 at 17:29.
    from plutoboyz

  7. #7

    Default Re: A question about walls

    When I read all this, I think it makes sense to switch to current plan into: "castles" for settled provinces, "cities" for nomadic provinces. But probably the team has thought of problems with this we haven't thought of. I'd like to know their thoughts on this idea though.


    EDIT: Ow, that's a lot of "thoughts" for such a short post. :)
    Last edited by podoh; 03-30-2010 at 19:23.
    Read my AAR:
    The Ferghana Chronicles

    (please?)



    -count: a lot from Arthur, king of the Britons for some modding help.

  8. #8
    EBII Mod Leader Member Foot's Avatar
    Join Date
    Apr 2005
    Location
    Brighton, East Sussex, England (GMT)
    Posts
    10,736

    Default Re: A question about walls

    Quote Originally Posted by podoh View Post
    When I read all this, I think it makes sense to switch to current plan into: "castles" for settled provinces, "cities" for nomadic provinces. But probably the team has thought of problems with this we haven't thought of. I'd like to know their thoughts on this idea though.


    EDIT: Ow, that's a lot of "thoughts" for such a short post. :)
    Making suggestions without explaining things is remarkably unhelpful. Why would we switch the two, when the mechanics for the castles fit the pastoral settlements (no tax options, endless happiness) better than the city options. If you are thinking of the battlemap then you've mistaken the moddibilty of that area.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator


  9. #9
    Near East TW Mod Leader Member Cute Wolf's Avatar
    Join Date
    Nov 2008
    Location
    In ancient Middle East, driving Assyrian war machines...
    Posts
    3,991
    Blog Entries
    2

    Default Re: A question about walls

    Quote Originally Posted by Foot View Post
    Making suggestions without explaining things is remarkably unhelpful. Why would we switch the two, when the mechanics for the castles fit the pastoral settlements (no tax options, endless happiness) better than the city options. If you are thinking of the battlemap then you've mistaken the moddibilty of that area.

    Foot
    Eng... foot, I think I've mention the city_defences and castle_defences structures on the EDB..... and you must allready done the settlement plan swap, right? I meant the battle plan described on descr_cultures thingies or something.... I think that was changeable a bit...
    Last edited by Cute Wolf; 03-31-2010 at 04:51.

    My Projects : * Near East Total War * Nusantara Total War * Assyria Total War *
    * Watch the mind-blowing game : My Little Ponies : The Mafia Game!!! *

    Also known as SPIKE in TWC

  10. #10

    Default Re: A question about walls

    Quote Originally Posted by Foot View Post
    If you are thinking of the battlemap then you've mistaken the moddibilty of that area.
    That was indeed what I was thinking about.
    I was already fearing that it would be impossible, but I didn't know that for sure. Thanks for clarifying.
    Read my AAR:
    The Ferghana Chronicles

    (please?)



    -count: a lot from Arthur, king of the Britons for some modding help.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO