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Thread: prisoners are back!

  1. #1
    Assistant Mod Mod Member GiantMonkeyMan's Avatar
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    Default prisoners are back!

    linkage: http://www.computerandvideogames.com....php?id=142571

    Mercilessly slaughter the prisoners you capture during a battle (a feature reprised from the original Medieval) and your general's 'dread' rating will rocket, making enemies fearful on the battlefield and civilians more obedient within cities.
    there is some very good news in there apart from:
    What strikes me most though isn't the French tactical naivety, but the breathtaking level of detail that these battles contain. Gone are the clone armies of Rome, replaced by rows of unique soldiers, their armour acquiring blood and mud as they duel with their opponents, before visibly scanning their surroundings for their next victim.
    they were talking about a group of cavalry charging into some spikes ... surely that won't happen in game i thought they were going to improve the AI to make battles more realistic... all the game companies care about is the graphics which annoys me

    GMM

  2. #2
    Member Member TB666's Avatar
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    Default Sv: prisoners are back!

    Quote Originally Posted by GiantMonkeyMan
    they were talking about a group of cavalry charging into some spikes ...
    No, they weren't.
    The cavarly never charged into the spikes, they tried to flank through the woods.

  3. #3

    Default Re: prisoners are back!

    "the French infantry launch an audacious bid to turn themselves into gallic kebabs as they march straight onto a row of spikes placed down by his archers"

    Ok, it's not the Knights, but just as stupid

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    Assistant Mod Mod Member GiantMonkeyMan's Avatar
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    Default Re: prisoners are back!

    oops my bad... but still, cavalry may be surprised by spikes and not manage to stop in time if they are charging full pelt, but infantry should be able to stop or even go through spikes unheeded...

    i'm more happy that they decided to include prisoners but whatever, bully me for my crappy observation skills

    GMM

  5. #5
    Senior Member Senior Member econ21's Avatar
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    Default Re: prisoners are back!

    The colourful phrasing of the "kebab" line suggests to me that the reviewer should not be taken as literally saying attacking stakes causes casualties to infantry. If I were CA, I would have the stakes negate the cavalry charge bonus, not cause casualties and until I hear definitively otherwise, that's what I'll assume is going to happen.

    Extending that negate charge effect to infantry would be defensible - pallisades, field entrenchments, abatis etc have been used throughout history to take some of the bite out of an assault. If you had a choice between receiving an infantry charge in the open or behind stakes, which would you choose? In game, the effect would probably be mild as infantry charge bonuses are modest.

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    Join the ICLADOLLABOJADALLA! Member IrishArmenian's Avatar
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    Default Re: prisoners are back!

    Yay! Prisoners! Time for my dread rating to skyrocket.
    Yes, the stakes would slow down infantry. They are best used against knights because knights cannot stop too fast and horses/knights would get implaed, scared horses would buck riders off and amidst the confusion, the Archers could shoot the calvary.
    Last edited by IrishArmenian; 07-16-2006 at 20:08.

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  7. #7

    Default Re: prisoners are back!

    Quote Originally Posted by IrishArmenian
    Yay! Prisoners! Time for my dread rating to skyrocket.
    Yes, the stakes would slow down infantry. They are best used against knights because knights cannot stop too fast and horses/knights would get implaed, scared horses would buck riders off and amidst the confusion, the Archers could shoot the calvary.

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    Member Member Alexander the Pretty Good's Avatar
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    Default Re: prisoners are back!

    I'm pleasantly surprised that the article didn't refer to prisoners as a "new feature" like all the other stuff from MTW that are returning.

    Good thing I took another look at the article, as I was ready to make a sarcastic post about that very detail.

  9. #9

    Default Re: prisoners are back!

    I always used to butcher my prisoners and laugh as the enemy king and all his heirs were wiped out instantaneously.

    Too bad you got a battlefield morale penalty if you did it too often...

  10. #10
    Enlightened Despot Member Vladimir's Avatar
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    Default Re: prisoners are back!

    Quote Originally Posted by IrishArmenian
    Yay! Prisoners! Time for my dread rating to skyrocket.
    Yes, the stakes would slow down infantry. They are best used against knights because knights cannot stop too fast and horses/knights would get implaed, scared horses would buck riders off and amidst the confusion, the Archers could shoot the calvary.
    General Vladimir
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    Dread:
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    Ik hou van ferme grieten en dikke pinten
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  11. #11

    Default Re: prisoners are back!

    Sorry to disappoint you, but it appears that Dread is not included in MTW2.


    It appears that the less Chivalry you have the more "feared" you will be.

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  12. #12

    Default Re: prisoners are back!

    Quote Originally Posted by Ignoramus
    Sorry to disappoint you, but it appears that Dread is not included in MTW2.
    I would guess that a negative chivalry rating equals a positive dread rating, whereby if you go below zero chivalry, the chivalry meter switches to the dread meter.
    Last edited by Perplexed; 07-17-2006 at 03:41.

  13. #13

    Default Re: prisoners are back!

    That sounds great, Usually when I played MTW I had good generals and bad ones (usually based on which vices they had), the good ones never killed prisoners while the other ones slaughtered all they captured.

    Now it will show the nice ones too, not just the evil ones. I hope there are positive (as well as negative) effects for both. Does anyone know the specific effects of chivalry?

  14. #14
    Keeper of the toiletries. Member Nada's Avatar
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    Default Re: prisoners are back!

    Wonderful news then again I don't mind making a dollar or two from my captives as well.

  15. #15

    Default Re: prisoners are back!

    Quote Originally Posted by Ignoramus
    Sorry to disappoint you, but it appears that Dread is not included in MTW2.

    It appears that the less Chivalry you have the more "feared" you will be.
    "Authority" would probably also have a dread like effect. Accumen seems to have been omitted also.

    I didn't think much of that article. The reviewer describes princesses as being "prostituted", which is way over the top.

    This seems promising though. I only hope it really works.

    "In Medieval II, the AI will not only remember previous dealings you've had with it but your dealings with other factions, too. It'll then base its stance towards you on all of those factors."
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    WoT fanatic Member 4th Dimension's Avatar
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    Default Re: prisoners are back!

    Authority trait only faction leaders posses. For all others instead of Authority they have Loyalty.

  17. #17

    Default Re: prisoners are back!

    Quote Originally Posted by 4th Dimension
    Authority trait only faction leaders posses. For all others instead of Authority they have Loyalty.
    Ahhh... So it's similar to "Influence" then.
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  18. #18
    Enlightened Despot Member Vladimir's Avatar
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    Default Re: prisoners are back!

    Quote Originally Posted by Caravel
    "Authority" would probably also have a dread like effect. Accumen seems to have been omitted also.
    Ya, how do you know how good he is at finances? That's how I choose my governors, by how much money they make me. Are those traits similar to the ones in R:TW? I certainly don't agree with the ones they chose.


    Reinvent the British and you get a global finance center, edible food and better service. Reinvent the French and you may just get more Germans.
    Quote Originally Posted by Evil_Maniac From Mars
    How do you motivate your employees? Waterboarding, of course.
    Ik hou van ferme grieten en dikke pinten
    Down with dried flowers!
    Spoiler Alert, click show to read: 



  19. #19

    Default Re: prisoners are back!

    Quote Originally Posted by Vladimir
    Ya, how do you know how good he is at finances? That's how I choose my governors, by how much money they make me. Are those traits similar to the ones in R:TW? I certainly don't agree with the ones they chose.
    Maybe generals will be graded in their economic savvy by use of traits, in groups like "Trader", "Farmer", and "Taxman", with levels of expertise ranging from "Terrible" to "Excellent". That would mean that you'd have to choose cities for your governors carefully. Maybe a province with great farming yields would be an excellent environment for a good "Farmer", a city that makes its wealth through maritime trade would flourish under a good "Trader", and good "Taxmen" would reap huge profits from cities with large populations. It would be a more comprehensive way of rating economic ability, and might give some more individuality to your generals and governors.

    But I have a nagging feeling that you'll just get more money from a city if you put a governor with a high Authority in it.
    Last edited by Perplexed; 07-18-2006 at 20:07.

  20. #20
    For England and St.George Senior Member ShadesWolf's Avatar
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    Default Re: prisoners are back!

    At last they have given me stakes
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    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: prisoners are back!

    Quote Originally Posted by Perplexed
    Maybe generals will be graded in their economic savvy by use of traits, in groups like "Trader", "Farmer", and "Taxman", with levels of expertise ranging from "Terrible" to "Excellent". That would mean that you'd have to choose cities for your governors carefully. Maybe a province with great farming yields would be an excellent environment for a good "Farmer", a city that makes its wealth through maritime trade would flourish under a good "Trader", and good "Taxmen" would reap huge profits from cities with large populations. It would be a more comprehensive way of rating economic ability, and might give some more individuality to your generals and governors.

    But I have a nagging feeling that you'll just get more money from a city if you put a governor with a high Authority in it.

    Looking again though...

    A regular guy has Command, Chivalry, Loyalty and Piety.

    A faction leader (King) has Command, Chivalry, Authority and Piety.

    So in this case Authority seems to replace Influence (from MTW rather than RTW) which affected the loyalty of all generals and rumour has it diplomatic transactions too.

    Loyalty is seemingly obvious and Piety is how visibly religious you are. Command is again obvious which leaves only Chivalry which does not seem to fit well against 'Management' or the older 'Acumen'.

    I like the idea that traits have more of an effect in this regard. But they seem to have added the Piety attribute to the varied religious traits available in BI... So it's anyones guess at the moment...
    Last edited by Bob the Insane; 07-18-2006 at 21:10.

  22. #22
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: prisoners are back!

    Loyalty is back? That's good news.
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    Member Member Ituralde's Avatar
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    Default Re: prisoners are back!

    Concerning the effects of Chivalry and Dread asked for earlier in this thread I can just once again quote the Medieval 2 TW.com FAQ:

    Q. What effects do Chivalry and Dread have?

    A. Chivalrous types will inspire loyalty in those around them. Dread lords meanwhile can terrify their followers and the enemy alike.
    And like everybody else, I'm wondering what happende to Acumen/Management.

    Cheers!

    Ituralde
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    WoT fanatic Member 4th Dimension's Avatar
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    Default Re: prisoners are back!

    Quote Originally Posted by Ludens
    Loyalty is back? That's good news.
    Well loyalty also existed in BI so it's not back with M:TW2

  25. #25
    Member Member Fwapper's Avatar
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    Default Re: prisoners are back!

    Something I would have liked is the ability to pick off certain members of my batch of prisoners.

    eg: "Slaughter all prisoners" "Slaughter all generals" "Slaughter Faction Leader"

    Which could lead to V/Vs such as "Scant Mercy" "Social Worker... I mean Family Destroyer" "King Killer"

    Just an idea...

    (Seriously, I've had some bad experiences with social workers. I reckon they have incentive schemes along the lines of "5 families broken apart - £100" "10 families split and destroyed - £500" "20 families utterly ravaged, so that the children are taken from their parents, so both suffer huge phycological damage - £10,000")

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  26. #26
    Destroyer of Gauls Member bighairyman's Avatar
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    Default Re: prisoners are back!

    Something I would have liked is the ability to pick off certain members of my batch of prisoners.
    Yes, and maybe including the nnumber of prisoners you want to kill. For example if you have 800 prisoners, maybe you can choose to kill 400 instead of all of them.
    No poor bastard ever won a war by dying for his country. He won it by making other bastards dying for their country.

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  27. #27

    Default Re: prisoners are back!

    Quote Originally Posted by The Fwapper
    Something I would have liked is the ability to pick off certain members of my batch of prisoners.
    Well, in the first MTW, you could choose to execute the ringleaders in rebellions, or every single rebel so its feasible that they will extend this option for when you are dealing with other factions.

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