Poll: Do seiges need to be revamped?

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Thread: Seiges

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  1. #1

    Default Re: Seiges

    Acctually in RTW a turn is 6 months so if you are waitung a turn to build seige towers and the like, then its is technically a 6 month wait. From what I hear in MTW 2 a turn will be about 2 years. As far as battle length, all the battles happen in sped up time. Major engagements didn't generally last 45 min or less. So should we also have 12 hour battles to enhance realism. Seiges are pretty much on scale with other battles. Just a historical note, when Constantinople (now Istanbul), was assualted with cannon in 1400 or there abouts, The walls pretty much immediatly crumbled, that's why its now Istanbul and not Constantinople.

  2. #2

    Default Re: Seiges

    Actually the walls of constinople didn't crumble.. in fact cannons fired so slow that some places could be repaired before another shot would damage that same area.

  3. #3

    Default Re: Seiges

    in palace of ability: can sap
    Special engineer or pioneer units

    its like auxiliary troops
    but it can build and use ballistas and catapults

    (the armies can be build bonus siege equipment during a siege
    as siege towers and sap holes)

    the army with a pioneers can be move faster (it can be build wood bridge cross the rivers) the bridge can't be seen on strategic map because it's only a temporally bridge - in medieval the wooden bridges stand until the autumn flood or the winter ice wasted it...

    Siege
    I agree most of the ideas
    there are three possibility:
    - bombarding
    - blockade (to starve)
    - assault

    bombard:
    I thing it's enough to do a random destruction (at all kind of buildings - the civilians too - which has effect to the population)
    the pit (mine/tunnels) has a same random effect (but dont cause civilian damage)
    I speak random effect - because I think there are different walls with different strength and weakness
    (the bombarding has a same effect as the blockade)

    the attackers suffering a random casualties which is depend on the number of the defenders' siege engines including the towers of the walls

    blockade:
    random casualties both sides
    but don't cause destruction at the buildings

    assault - counter attack
    the same as rome TW but there are no sappoints
    we can see the result of the bombarding (and the mines)
    and we can choose the location of the assault
    where the walls are collapsed at 80%
    (we can bombard them at real time until it completely fall to the ground)

    the defenders are able to counterstroke and we able to place the defenders troops in front of the walls near the gates

    Central castle
    I hope at this time we need to defend or occupy a central castle instead of a square
    this castle looks like a small city walls with towers...
    (like Battle Realms and Medieval I of course ;-))

    Capture the city
    If the city is not surrender (as someone write before - depend on the govenor's loyalty)
    you can't occupy an unharmed city, after a siege it impossible to hold back your soldiers from pillage (this is his personal bounty)

    automatical destruct of strange religious place
    (this is cause only trouble and the AI don't able to demolis captured buildings,
    and build his own religious place)

    I welcomed the idea of Realism mod - when the first time at a captured town you can only build garrisons (phase I-II-III) and able to build only special local units and after you extend the right of citizenship (province) can be able to recruit the factions powerful units like legions

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