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Thread: ChivTW PREVIEW: Castles & Sieges

  1. #1
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default ChivTW PREVIEW: Castles & Sieges

    No factions and units this time, but one of the things thaty makes our mod more unique: Castle settlements, and siege warfare.

    CASTLES & SIEGES

    INTRODUCTION

    While muslim and russian settlements are representing major cities, the european settlements represent the largest fortification in the province. Starting from small wooden fortifications, they will eventually evolve into castles, fortresses, and virtually inpregnable citadels. The last 2 levels will be walled cities, developed around a fortification protected with it's own walls. However these are not available until the High and Late eras, and therefor they are not featured in this preview.


    FORTIFICATIONS

    A quick overview of the first 3 levels of fortification:

    Motte & Bailey
    The first fortified constructions were simple wooden towers, usualy placed on a hill. Such a tower was called a "motte", and often a small village was built around it, including the house of the local landlord.
    To offer further protection , a pallisade wall was constructed around this small village, called a "bailey". These primitive castles would often be improved and eventually evolved into magnificent fortifications.



    Donjon
    Over time the wooden motte was often replaced by a stone variant, called a "donjon". These were tiny castles on there own with a small food and weapon supply stored inside, allowing them to endure sieges for a couple of weeks. Enough to protect the landlord, his bodyguard and a few lucky peasant families against raiders and bandits.



    Keep & Castle
    The keep is a large stone construction, made out of several towers connected to a solid building. It towers high over the rest of the castle and offers an easily defendable place, allowing a small garrison to withstand attackers for a long time. Around the keep large stone walls and towers are constructed, providing the first line of defence. These walls can be manned with archers and infantry, and require special siege equipment to overcome.



    SIEGE EQUIPMENT

    Catapults
    Catapults are stone throwing catapults. They can shoot stones of 20kg about 150 meters far. However they are inaccurate and do almost no damage against stone walls. Therefor their use is mostly psychological, because no one likes to get a big stone thrown at his head. These catapults can also shoot pots of burning liquids, which can do quite some damage - provided they actualy manage to hit something.


    Rams
    The weakest point of a castle is it's gate. While thick stone walls are almost indestructable (until the invention of gunpowder) a gate can be cracked open rather easily with the use of a battering ram. It's a dangerous and costly operation, but it is the only way to get inside an enemy castle without trying to scale the walls.


    Ladders
    The most basic form of getting to a higher spot also works for scaling castle walls: ladders. Easiest to construct, but the carriers are exposed to arrow fire.


    Siege Towers
    A siege tower is a specialized siege engine, constructed to protect assailants and ladders whilst approaching the defensive walls of a fortification. Siege towers were of unwieldy dimensions and therefore mostly constructed on site of the siege. The tower had a height roughly equal to that of the wall or sometimes higher to allow archers to stand on top of the tower and fire into the fortification. When a siege tower was near a wall, it would drop a gangplank between it and the wall. Troops could then rush onto the walls and into the castle or city.


    Trebuchets & Cannons
    Because I expect someone to ask, or be disappointed that they aren't in the mod: trebuchets will be added in the High era release, and multiple sorts of cannons (bombard cannon, orphan gun, ...) in the Late era.


    STORMING THE KEEP

    1168 AD, the french and english are at war. The english hold an important castle near Paris which allows them to control the region and raid deep into french territory. But the french have managed to muster a large siege force, and plan to retake the castle...

    The french bring their siege equipment toward the castle.


    Once they get close enough, english archers open fire...


    ...as do the french catapults


    The french take casualties while trying to breach the walls.


    But they are determant, and their infantry reaches climbs the walls with siege towers and ladders.


    Once a foothold is established, the french try to capture the gatehouse, while english men at arms desperately try to hold them back.


    When the gatehouse falls in french hands, the french cavalry finally sees their chance for glory and rushes through the open gate.


    The last few english knights, lead by the king himself try to push the french back.


    But it is all in vain, they are overran, scattered and destroyed.



    MEDIEVAL BUILDINGS
    The following screenshots show several new medieval themed buildings that can be seen in and around castles.








    SIGNATURE BANNER



    Older Previews
    Northern Europe
    The Byzantine Empire
    Last edited by Lord Adherbal; 09-18-2005 at 09:40.
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  2. #2
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    What can I say?
    Impressive, astonishing, marvelous, great, ...

    I LOVE THOSE CASTLES!!!!!

  3. #3
    Member Member Radier's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    Impressive! Good work...
    I support the Pike and Musket:Total War



    Also Europa Barbarorum supporter!

  4. #4
    Time Lord Member The_Doctor's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    Amazing.

    Does the keep fire arrows?
    Can you put troopes on the walls of the big keep?

  5. #5
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    Does the keep fire arrows?
    Can you put troopes on the walls of the big keep?
    Maybe if we figure out how physical_info cas files work it could be possible to allow troops to move in/on the keep, but for now that doesnt work. Keep and towers dont fire arrows either, if you want something to shoot at the enemy you'll have to rely on archers :) This gives the AI a better chance cos they don't lose half their army to arrow fire while idling in front of the walls.
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  6. #6

    Default Re: ChivTW PREVIEW: Castles & Sieges

    Guys, you know i love you so much !!!


    Chivalry is the best mod for RTW ever made !!!


    Anyway i ask you if is it possible in some future releases, to have not simple castle, but real western city...

    I dream to besiege the medieval Rome or Paris !!


    BYE

  7. #7
    Chivalry Mod Team Member Kor Khan's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    As mentioned above, the highest settlement levels will indeed be medieval cities (with a castle in the middle of them). Some cities, like Rome, will start off in this level. But that may not be in the next release.

    Muslim and Orthodox cities will be RTW-style settlements even in the lowest levels though.

  8. #8
    Come to daddy Member Geoffrey S's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    Truly stunning; once again you confirm yourselves as one of the premier modteams for any game. It all looks so slick.
    "The facts of history cannot be purely objective, since they become facts of history only in virtue of the significance attached to them by the historian." E.H. Carr

  9. #9
    Cathedral of Despair Member jimmyM's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    Very impresive once again, guys - so beautiful I might even suffer pangs of guilt as I storm them...
    dolce decorum est pro patria mori

  10. #10

    Default Re: ChivTW PREVIEW: Castles & Sieges

    Adherbal, very impressive! Some comments: you can make the inner siege area (the keep) defensible if surround it with a second circle of walls that hugs the keep, as if it is part of it. In fact, you can even make it so that the little "entrances" are on the outside, if you don't want there to be actual room inside this second circuit between the walls and the keep. But that solution is really the best one, to surround the keep with walls and just a bit of room inside so the troops can manoeuver, with a gate in front of the keep's gate so the troops can get inside this second circuit, etc, and presto -- defensible keep!

  11. #11
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    Excellent work Adherbal.

    May I ask, who did the buildings for you?
    Ja mata, TosaInu. You will forever be remembered.

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  12. #12
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    the problem is that the minimum length of walls is quite long: roughly twice the size of the current keep model. So that would be one hell of a big keep... This would be ok for larger sized fortresses but not for the smallest level of castle.
    I thought about making the keep part of the terrain (underlay), so you can put troops on top of it. But the problem is then that you can also put cavally on there which will look rather stupid.

    However the recent post by Jerome which explained physical_info files also mensioned platforms and entry points. So perhaps we can make it possible to let units enter the keep just like they do with towers. Certainly something to look into in the future.
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  13. #13

    Default Re: ChivTW PREVIEW: Castles & Sieges

    Impressive, no better word comes to mind.

    trebuchets will be added in the High era release, and multiple sorts of cannons (bombard cannon, orphan gun, ...) in the Late era.
    You are able to make working Trebuchets?

  14. #14
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    don't see why not. As long as we can edit siege engine skeletons (which we currently cannot, but Verci is working on that IIRC). Making them immovable should just be a matter of replacing the movement animations with idle animations.
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  15. #15

    Default Re: ChivTW PREVIEW: Castles & Sieges

    Quote Originally Posted by [cF]Adherbal
    As long as we can edit siege engine skeletons (which we currently cannot, but Verci is working on that IIRC)
    That was why I was asking, so far, editing any kind of skeleton isn´t possible, or so I´ve read.

  16. #16
    Chivalry Mod Team Member Kor Khan's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    I'm pretty sure that it will some day be editable. And that day can take it's time to arrive, for the moment at least: As Adherbal said, trebuchets are high and late era only, so you certainly won't see them in the next release.

  17. #17
    German Enthusiast Member Alexanderofmacedon's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    Very good indeed. This may sway my descision to not get this mod. (I don't like a mod with guns anywhere in it).


  18. #18

    Default Re: ChivTW PREVIEW: Castles & Sieges

    This is looking pretty good!

    I am very fond of simple landscape changes. Putting trees around the castle just looks nice.

    Any way to put in a moat?
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  19. #19

    Default Re: ChivTW PREVIEW: Castles & Sieges

    Keep 'em coming, guys.

  20. #20
    German Enthusiast Member Alexanderofmacedon's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    A moat would be pretty cool


  21. #21

    Default Re: ChivTW PREVIEW: Castles & Sieges

    Two link pics do not work: The catsle and keep, and the seige tower. But I get the point.

    Yay! fun!
    "Great spirits have always encountered violent opposition from mediocre minds." -Einstein

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  22. #22
    German Enthusiast Member Alexanderofmacedon's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    Siege tower doesn't work for me either. You can see them in the French Siege though.


  23. #23
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    works fine for me, it might be a temporary problem
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  24. #24
    dictator by the people Member caesar44's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    Quote Originally Posted by Monkwarrior
    What can I say?
    Impressive, astonishing, marvelous, great, ...

    I LOVE THOSE CASTLES!!!!!

    Agreed !!!
    "The essence of philosophy is to ask the eternal question that has no answer" (Aristotel) . "Yes !!!" (me) .

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  25. #25
    Chivalry Mod Team Member Kor Khan's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    There won't be moats in this mod, unless someone finds some miracle way of including them. Any way I could think of (such as making them rivers) wouldn't be good for gameplay.

    It's a shame they can't be in Chiv, but you never know about CA's next game, A Medieval II: Total War could have moats in it... (ahhh, *looks dreamy*)

  26. #26

    Default Re: ChivTW PREVIEW: Castles & Sieges

    Quote Originally Posted by Kor Khan
    As mentioned above, the highest settlement levels will indeed be medieval cities (with a castle in the middle of them)[...]
    Doest that mean those constructions are in the middle of a city, like the government buildings in the stock game, or that they represent the whole city?

  27. #27
    Chivalry Mod Team Member Kor Khan's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    You'll just have to wait and see...

    Seriously though: I don't know either.

  28. #28
    Sovereign Oppressor Member TIE Fighter Shooter Champion, Turkey Shoot Champion, Juggler Champion Kralizec's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    The castles look superb

    So how does winning an assault on a castle work? Do you now simply have to kill all the defenders, or can you do it by holding the keep for like 3 minutes just like the town square?

    Can you make cities that have rivers running through them? That would be awesome, making city assaults far more interesting and tactical.

  29. #29

    Default Re: ChivTW PREVIEW: Castles & Sieges

    Adherbal, Just incredible! Keep up the good work!
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  30. #30
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: ChivTW PREVIEW: Castles & Sieges

    So how does winning an assault on a castle work? Do you now simply have to kill all the defenders, or can you do it by holding the keep for like 3 minutes just like the town square?
    you take the town square like in RTW. Killing everyone is equally effective tho :P

    Can you make cities that have rivers running through them? That would be awesome, making city assaults far more interesting and tactical.
    I think that might be possible, but there is a bug in RTW 1.2 that moves up coastal and river terrain (like the square coastlines you can see on battlemaps)
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