Results 1 to 16 of 16

Thread: Getting rid of troop loss from besiegement

  1. #1
    Member Member Darkgreen's Avatar
    Join Date
    Dec 2005
    Location
    Duluth, Minnesota, USA
    Posts
    32

    Default Getting rid of troop loss from besiegement

    Does anyone think the idea of the besieged forces troops loosing a couple troops per unit per turn a rather annoying aspect of the game? I do. I understand why it is there, both for it’s realistic and gameplay values, but overall it just comes off as annoying aspect of the game. I hate having to retrain every unit in my stack if they go a turn or two or three until I can bring in a relief force to attack. It just seems like those units should be able to hold out longer.

    Rather than just gripe, I offer a potential solution. Why not get rid of troop loss from being besieged while dividing in half the amount of time a city/castle can hold out (or reduce in some way that time). There could also be a morale penalty (perhaps cumulative for each besieged turn) for the defending force, which I think would be quite realistic.

    So it wouldn’t take as long for a city/castle to fall from being besieged. This would quicken the pace of the game a bit I think. A good thing in my book.

    This would also cause, from a defensive standpoint, a player to have relief forces readily available or settlements more capable of defending themselves or both of these. A good thing? A bad thing? Please discuss.

    In some situations, this will cause the attacker to make the decision of attacking or lifting the siege depending on what they know about the enemy relief forces nearby. However, the shortening of the amount of time it takes for a city/castle to fall I think would still make it a viable strategy in many situations to try and wait out the defender.

    Troops being lost from besiegement is something that has bugged me since I started playing RTW. I was kind of hoping that it wasn’t going to be in MTW2.

    Anyway, I would love to hear what other people think.

  2. #2
    Ricardus Insanusaum Member Bob the Insane's Avatar
    Join Date
    Sep 2002
    Location
    London, UK
    Posts
    1,911

    Default Re: Getting rid of troop loss from besiegement

    I don't think you can do anything about this in a mod, i.e. hardcoded functionality...

    Personally i go the other way, I miss the besieging army also losing men at a slower rate that was introduced in a MTW patch (or was it VI?)...

    Member thankful for this post:



  3. #3
    Senior Member Senior Member Carl's Avatar
    Join Date
    Dec 2006
    Posts
    1,461

    Default Re: Getting rid of troop loss from besiegement

    Before you start retraining, simply merge all unit in the settlement that you can merge and you should be left with just 2 or 3 units to retrain.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  4. #4

    Default Re: Getting rid of troop loss from besiegement

    What I don't understand is that there is a troop loss from being besieged yet an army a long ways from home will never suffer any casualties based on disease, cold, or hunger. I'm not a fan of the troop loss from besiegement and it does get quite annoying to retrain troops especially if you are very diverse in your unit stacks.

  5. #5
    Member Member Darkgreen's Avatar
    Join Date
    Dec 2005
    Location
    Duluth, Minnesota, USA
    Posts
    32

    Default Re: Getting rid of troop loss from besiegement

    Quote Originally Posted by Carl
    Before you start retraining, simply merge all unit in the settlement that you can merge and you should be left with just 2 or 3 units to retrain.
    Oh, I know, and I often do this. I guess what really gets my goat is when I have castle trainable only troops that are in a city. Even with merging, I still have to lug an army to the nearest castle and back again. Sometimes after merging I just get rid of the “leftovers” stack and bring recruits from the nearest castle. In any event, for me this is undesirable micromanagement that could be greatly lessened by getting rid of troop loss from besiegement. And, as I said above, I think my idea would add an interesting new dimension to the game as well as liven up the pace.

  6. #6
    Senior Member Senior Member Carl's Avatar
    Join Date
    Dec 2006
    Posts
    1,461

    Default Re: Getting rid of troop loss from besiegement

    Oh, I know, and I often do this. I guess what really gets my goat is when I have castle trainable only troops that are in a city. Even with merging, I still have to lug an army to the nearest castle and back again. Sometimes after merging I just get rid of the “leftovers” stack and bring recruits from the nearest castle. In any event, for me this is undesirable micromanagement that could be greatly lessened by getting rid of troop loss from besiegement
    This is the consequence of using castle troops in cities, cities produce troops themselves for one reason in general. To provide their own Garrison forces, 80% of city troops should never be used in Field battles, (because castle equivalents are better), likewise 80% of castle units should never be used in cities because the upkeep for the extra benefits they give you isn't worth it unless the target in question is going to be regularly sieged, at which point you need troops you can retrain in the city anyway so you don't really want castle troops then either.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  7. #7
    Guardian of the Fleet Senior Member Shahed's Avatar
    Join Date
    Oct 2002
    Location
    Leading the formation!
    Posts
    7,918

    Default Re: Getting rid of troop loss from besiegement

    I'm happy with it as is, except I'd like to see the beseiging army lose troops as well.

    I understand why people would find it annoying, more micromanagement.
    The easiest way currently is to merge from highest to lowest valor and retrain after a siege.

    I almost never use castle troops in cities, or vice versa because I try to avoid the return trips to retrain as much as possible. I do use them when I know that this city will be under attack.
    Last edited by Shahed; 04-16-2007 at 21:36.
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  8. #8
    Member Member Darkgreen's Avatar
    Join Date
    Dec 2005
    Location
    Duluth, Minnesota, USA
    Posts
    32

    Default Re: Getting rid of troop loss from besiegement

    Quote Originally Posted by Carl
    This is the consequence of using castle troops in cities, cities produce troops themselves for one reason in general. To provide their own Garrison forces, 80% of city troops should never be used in Field battles, (because castle equivalents are better), likewise 80% of castle units should never be used in cities because the upkeep for the extra benefits they give you isn't worth it unless the target in question is going to be regularly sieged, at which point you need troops you can retrain in the city anyway so you don't really want castle troops then either.
    I understand this “consequence,” but couldn’t we have some sort of consequence that didn’t have this annoying side effect?
    Perhaps castle troops in cities would have a higher upkeep?
    Isn’t it consequence enough to not be able to train castle troops in cities?

    I don’t know about other people, but I find it quite necessary to oftentimes have castle units in my cities. To try and arrange having only city units in cities would open up a whole new headache of annoying micromanagement or a logistical nightmare. That is just me, maybe some people would consider that a fun part of the game.

  9. #9
    Senior Member Senior Member Carl's Avatar
    Join Date
    Dec 2006
    Posts
    1,461

    Default Re: Getting rid of troop loss from besiegement

    I understand this “consequence,” but couldn’t we have some sort of consequence that didn’t have this annoying side effect?
    Te idea is probably to be annoying as it's their way of pushing you into using city troops for garrisons, making settlements weaker, except for frontier castles.

    It's their way of making holding a city harder.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  10. #10
    Member Member Darkgreen's Avatar
    Join Date
    Dec 2005
    Location
    Duluth, Minnesota, USA
    Posts
    32

    Default Re: Getting rid of troop loss from besiegement

    Quote Originally Posted by Carl
    Te idea is probably to be annoying as it's their way of pushing you into using city troops for garrisons, making settlements weaker, except for frontier castles.

    It's their way of making holding a city harder.

    Yes, I realize all of this. Can’t we have ways to make a city hard to keep that are not annoying?

  11. #11
    Amphibious Trebuchet Salesman Member Whacker's Avatar
    Join Date
    Nov 2006
    Location
    in ur city killin ur militias
    Posts
    2,934

    Default Re: Getting rid of troop loss from besiegement

    I'd like to see something that everyone would like: make it moddable.

    Specifically:

    1. Ability to change it so beseiger loses forces, and by what amount.
    2. Ability to change it so that beseiged loses forces, and by what amount.
    3. Ability to set whether besieged can still recruit or retrain troops while under siege.

    Everyone wins this way.


    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

  12. #12
    Member Member Darkgreen's Avatar
    Join Date
    Dec 2005
    Location
    Duluth, Minnesota, USA
    Posts
    32

    Default Re: Getting rid of troop loss from besiegement

    Quote Originally Posted by Whacker
    I'd like to see something that everyone would like: make it moddable.

    Specifically:

    1. Ability to change it so beseiger loses forces, and by what amount.
    2. Ability to change it so that beseiged loses forces, and by what amount.
    3. Ability to set whether besieged can still recruit or retrain troops while under siege.

    Everyone wins this way.

    That would be a nice option, but would the AI have to be changed in some way to make this viable? Would the AI be making moves based on old rules?

  13. #13
    Amphibious Trebuchet Salesman Member Whacker's Avatar
    Join Date
    Nov 2006
    Location
    in ur city killin ur militias
    Posts
    2,934

    Default Re: Getting rid of troop loss from besiegement

    Honestly I don't think the AI explicitly takes 1 and 2 into account. The only thing it looks for is relative strength given it's forces vs. yours/whomevers.

    As for point 3, I'd have to assume that the AI would be smart enough to retrain and try to beef up it's forces each turn if it could. After all it does try and reinforce when it's besieged where it's feasible/capable. Sure it's not perfect but it's ... adequate.

    So my ultimate response would be I think for the most part it's capable of handling this, possibly without any tweaking.


    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

  14. #14
    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
    Join Date
    Mar 2002
    Location
    In my own little world....but it's okay, they know me there.
    Posts
    8,257

    Default Re: Getting rid of troop loss from besiegement

    Quick question (I've not played Medieval 2 enough to know this): Does the civilian population suffer losses during sieges as well, or does it only affect military units?

    I ask because I'm wondering if any thought was ever given to limiting the attrition to just the settlement's civilian population. It wouldn't be realistic, but it would cut down on the micromanaging of units between castles and cities. Any thoughts?
    "MTW is not a game, it's a way of life." -- drone

  15. #15
    Member Member Darkgreen's Avatar
    Join Date
    Dec 2005
    Location
    Duluth, Minnesota, USA
    Posts
    32

    Default Re: Getting rid of troop loss from besiegement

    Quote Originally Posted by Martok
    Quick question (I've not played Medieval 2 enough to know this): Does the civilian population suffer losses during sieges as well, or does it only affect military units?

    I ask because I'm wondering if any thought was ever given to limiting the attrition to just the settlement's civilian population. It wouldn't be realistic, but it would cut down on the micromanaging of units between castles and cities. Any thoughts?

    Ya, that’s another great idea and substitute to troop loss during a siege.

  16. #16
    Dracula Member Dracula(Romanian Vlad Tepes)'s Avatar
    Join Date
    Aug 2006
    Location
    Dark corners of the earth.
    Posts
    140

    Default Re: Getting rid of troop loss from besiegement

    Quote Originally Posted by Whacker
    Honestly I don't think the AI explicitly takes 1 and 2 into account. The only thing it looks for is relative strength given it's forces vs. yours/whomevers.

    As for point 3, I'd have to assume that the AI would be smart enough to retrain and try to beef up it's forces each turn if it could. After all it does try and reinforce when it's besieged where it's feasible/capable. Sure it's not perfect but it's ... adequate.

    So my ultimate response would be I think for the most part it's capable of handling this, possibly without any tweaking.

    I have never seen such a poor AI.

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