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Thread: Let's talk about sieges...

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  1. #1
    Lord, Cartographer and Poet. Member King Azzole's Avatar
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    Default Re: Let's talk about sieges...

    To your first point = Supply lines. Perhaps distance to your nearest settlement would dictate the losses you sustain from prolonged sieges? I also suggest an army can take "food points" sorta invest some money into an army before a siege, the more you invest the more food they brought and the longer they can last before starting to get hungry and deseased.

    Second point = I love the timer, it helps gameplay but I dont think if it runs out you sohuld break off the siege. Perhaps cycle to night time by the time the timer runs out and have the attackers break off to make camp, unless they are in the town square, then the timer should be turned off.

    On your last point, I agree wholeheartedly. When I built my first epic wall I was so excited to see a siege I basically begged my nearest enemy to attack me. When I saw those massive, steel coated siege towers I almost cried... Then a single sap point brought down the entire wall. I think epic and large stone walls should require larger sap points, which take 2 units to use, and everything be more expensive. As it stands now your 100% right, theres no point on having the larger walls.
    Charge, repeat as necessary.

  2. #2
    Member Member Orvis Tertia's Avatar
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    Default Re: Let's talk about sieges...

    Good points all round.

    I agree strongly with the assertion that a seige should be more costly to the beseiging army. I want the AI to have more reason to assault my cities.

    I also think that a failed assault (when the timer runs out) should not break the seige. It should be perfectly acceptable to have minor assaults meant to test or weaken the enemy, and you should be able to pull back and maintaing the seige and not have any negative attributes picked up by your general.

  3. #3

    Default Re: Let's talk about sieges...

    Quote Originally Posted by King Azzole
    To your first point = Supply lines. Perhaps distance to your nearest settlement would dictate the losses you sustain from prolonged sieges? I also suggest an army can take "food points" sorta invest some money into an army before a siege, the more you invest the more food they brought and the longer they can last before starting to get hungry and deseased.
    Good ideas, but I doubt that either are feasible for a patch. Maybe they could be implemented in the next generation of TW games, (TW makes huge strides in the high level strategy department with each interation) but I'm looking for something that CA can do now.

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