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April 28th, 2008, 07:35 PM
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Corporal
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Join Date: Aug 2007
Posts: 55
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Siege weapons
There are siege weapons in the game. They just are "off-stage".
The rationale is that the reducing power of an army besieging a fortress represents the ability of the attacking army to build siege engines to level the fortress' walls, while the defensive power represents the ability to repair the walls. Engineer units are particularly good at designing powerful siege engines, or well-constructed walls, which is why they get a bonus.
It has nothing to do with magic.
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April 28th, 2008, 07:41 PM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
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Re: Siege weapons
I thought the units tore down the walls with their bare hands. Guess I was wrong...

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April 28th, 2008, 07:42 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Siege weapons
Siege weapons are best abstracted imo, but anti personnel war machines can actually work rather well in dom3.
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April 29th, 2008, 04:50 AM
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Second Lieutenant
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Join Date: Feb 2007
Location: Toulouse, France
Posts: 579
Thanks: 2
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Re: Siege weapons
Hum, and about that "toring down the wall"...
Why is there always a only tiny opening in the wall ? I'd sure love to have more that one invading point and / or being able to break some other part of the wall.
__________________
Often I must speak other than I think. That is called diplomacy.
* Stilgar
Show me a completely smooth operation and I'll show you a cover up. Real boats rock.
* Darwi Odrade
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April 29th, 2008, 05:24 AM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
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Re: Siege weapons
And why does it happen that sometimes a fort will have no tower weapons? Is this just related to the type of fort you build? Do any forts have tower weapons except for home provinces?
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April 29th, 2008, 05:43 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Siege weapons
That was covered in the 'problem of fort types' thread.
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April 30th, 2008, 05:45 AM
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Second Lieutenant
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Join Date: Jan 2007
Location: On the belly of that girl
Posts: 420
Thanks: 6
Thanked 5 Times in 4 Posts
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Re: Siege weapons
O.k. thanks for the answers. Perhaps "siege weapons" was a bit misleading, I meant war machines on the battlefield that could be thematic like Scorpions and ballistas that could easily be implementent for nations like Phytium, MA Ermor or the like. E.g. Ballistas could be treated as giant crossbows that fire once every 3 turns.
Was just wondering though.
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April 30th, 2008, 05:55 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Siege weapons
That is really a thing that we can add to Conceptual Content Mod. Size 4-6 is enough for normal war machines. Nothing fancy like huge neurobalistas.
You can add many things to that, including AoE fire, poison, decay...
Greek artillery
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