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AuthorTopic : Walls, Towers & Seige
Requiem [R]Gold Member
Joined 3/02/2000
Posts : 3851

Posted : Monday, 19 July 2004 - 19:30

As discussed a long time ago, the whole seige engine has been updated.

Walls, towers & drawbridges can no longer be taken-over.
You can only destroy them.

So if your castle is completely walled up, the ONLY way to get in would be via seige, or destroying the drawbridge.

I'll also be tweaking the seige weapons a bit to make them more useful. Better range & movement, but more randomness in damage to simulate more misses.

Fanatic
Joined 12/01/2003
Posts : 1148

Posted : Monday, 19 July 2004 - 23:51

Can an owning player still remove them?

Pro
Joined 22/10/2000
Posts : 2718

Posted : Tuesday, 20 July 2004 - 00:19

So this takes place from now??

Requiem [R]Gold Member
Joined 3/02/2000
Posts : 3851

Posted : Tuesday, 20 July 2004 - 00:23

you should be able to remove your own.
it only effects taking over.

yes, its effective now.

Pro
Joined 22/10/2000
Posts : 2718

Posted : Tuesday, 20 July 2004 - 00:29

Cool, As i have walled myself up in two games, and comms would have been the easiest option for getting through my defences

Kyrion Gold Member
Joined 5/09/2003
Posts : 633

Posted : Tuesday, 20 July 2004 - 04:03

What about pallisades?


Kyrion

Requiem [R]Gold Member
Joined 3/02/2000
Posts : 3851

Posted : Tuesday, 20 July 2004 - 04:06

yes, palisades too.

they are just cheap versions of walls.

Pro
Joined 22/10/2000
Posts : 2718

Posted : Tuesday, 20 July 2004 - 04:46

Easy to destroy to anyway.

Negative Creep
Joined 1/02/2002
Posts : 450

Posted : Wednesday, 21 July 2004 - 00:54

can i assume outposts and barracks can still be taken-over by comms?

Requiem [R]Gold Member
Joined 3/02/2000
Posts : 3851

Posted : Wednesday, 21 July 2004 - 01:02

yes.
they are assumed to be manned buildings, therefore can be takenover or controlled.

gueritol Gold Member
Joined 7/02/2003
Posts : 2470

Posted : Wednesday, 21 July 2004 - 02:42

Have siege weapons been adjusted???

Requiem [R]Gold Member
Joined 3/02/2000
Posts : 3851

Posted : Wednesday, 21 July 2004 - 03:20

yes. more movement, better range, and adjusted damage for cats

Fulcrum0 Gold Member
Joined 17/04/2003
Posts : 314

Posted : Wednesday, 21 July 2004 - 03:51

cats had 7 movement before, right?
cos mine only have 7 now.

gueritol Gold Member
Joined 7/02/2003
Posts : 2470

Posted : Wednesday, 21 July 2004 - 04:33

Do we have specifics on Cats and Rams?
What has changed?

Laestic Gold Member
Joined 25/03/2003
Posts : 19

Posted : Wednesday, 21 July 2004 - 07:17

That's good news ! I never felt good when comms were lurking around my walls. This should make the game more strategy-oriented I think.

Overlord
Joined 8/05/2001
Posts : 241

Posted : Wednesday, 21 July 2004 - 08:06

A couple things, after you made the seige changes Req, new balistas I produced had 8 movement instead of the previously normal 7, thought that that might be connected. Another issue with walls, I have and have had many times in the past, walls scattered around blocking holes in my kingdom. But unless they are 'in sight', or my castle, and outpost, etc. they don't appear on my map. If they are about 1 or 2 hexes 'out of sight' and I know where a wall is I can still click it, but other ones completely out of sight, even if I know it's exact location I can't see it, or click on it or anything. Walls don't really need a line of sight, but you should at least be able to see your own and be able to click on them. Sorry if this is the wrong place for this comment.

DoRW Empirez
Joined 17/09/2001
Posts : 1521

Posted : Wednesday, 21 July 2004 - 17:40

good comment overlord, i too dislike not bieng able to know your walls location, i think if i build a wall i can mark it on my map inside my castle and remember that a wall is at 102,67 or such. So i think ya we should be able to see walls on your maps even if there nowhere near a tower/scout/unit.

Negative Creep
Joined 1/02/2002
Posts : 450

Posted : Wednesday, 21 July 2004 - 18:29

just an observation:
if structures can be "manned", meaning troops can move in and out of them. then: outposts,towers,military academy's,drawbridges, and naturally barracks should be able to be taken over.
the "unmanned" structures, such as: walls,palisades, and blacksmiths should not be able to be taken over...just destroyed. i see towers and outposts being similar.

sugarleo Gold Member
Joined 4/05/2002
Posts : 2720

Posted : Wednesday, 21 July 2004 - 19:32

NC, I'd add the 'blacksmith' shop to your first list. IMO, it is supposed to represent housing for skilled workers (carpenters, masons and of course blacksmiths)...in our game, giving us techs for improved construction and other buildings.

I agree wholeheartedly with you on your comment concerning towers. Towers were certainly 'manned'...just as outposts, what would be the use of them if not manned? Towers provided a platform for improved sight AND a defensive position for troops...primarily archers. But historically, we also know that an additional function of towers was to enable defense of the city gates. So in addition to a platform for archers, also used to drop boulders, hot oil and other items from in defense. So if the takeover rule is to 'allow' takeover of only 'manned' buildings....towers should be included.

Overlord, the suggestion for allowing players to 'see' their walls in the absence of outposts or troops, is a very old idea rejected by REQ. The reason being...'ownership'...as it was planned then and now implemented...walls cannot be owned therefore not seen unless you have troops or outposts nearby. If I remember, REQ reasoned that they are similar to other natural features, such as mountains or forests.

SOS/SOS

DoRW Empirez
Joined 17/09/2001
Posts : 1521

Posted : Wednesday, 21 July 2004 - 23:24

simple soloution , req changed the comandeers for towers/bridges and walls, Make it so Towers/bridges inside of a castle can not be commandeered only those outside of a castle area maybe taken over as there not protected by the castle. keep walls unable to be commandeered. and make walls viewable on your map. (the only thing able to remove a wall would then be the owner of said wall or someone else destroying it.)

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