Only in Custom Battle have I ever experienced siege defense.
I works in 1.5.7. Make them think you're weak when you're at your strongest.
I only let them siege so I can put all their prisoners directly in the castle.
But that would waste campaign time to let them build their siege camp, plus it'sall upside for me to fight them in the field. It's very rough to control units in siege map and you miss out on the mobility for Cav/HA of which a have much more then them.But that's not a siege defense That's a sally out = field battle
I agree, but it's not really what the thread is aboutBut that would waste campaign time to let them build their siege camp, plus it'sall upside for me to fight them in the field. It's very rough to control units in siege map and you miss out on the mobility for Cav/HA of which a have much more then them.
if more people are able to fight in a defensive siege, theses issue would have been talked about more and possible improved upon. The examples you mentioned are bad enough when you are the attacker but extra frustrating if you are the defender.
I works in 1.5.7. Make them think you're weak when you're at your strongest.
I only let them siege so I can put all their prisoners directly in the castle.
I'm surprised you haven't had any incidents.Even when they attack 1500 vs 500 they always abandon the siege. Im still waiting for the day i can defend a siege from the top of my walls. Didnt happen yet in 800 hours of gameplay.
But that would waste campaign time to let them build their siege camp, plus it'sall upside for me to fight them in the field. It's very rough to control units in siege map and you miss out on the mobility for Cav/HA of which a have much more then them.
I wiped them out on hardest setting with only loosing like 2 or 3 units (because of crappy AI changes). The AI can't fight.your probably going to lose unless your setting have you and your armies only taking 1/3 damage or something.
Same thing here. Hundreds of hours in the game and multiple campaigns where I've painted the map but I have never seen a siege from a defensive position. I'm not sacrificing more men than I would lose in the battle itself just to get to the battle.Even when they attack 1500 vs 500 they always abandon the siege. Im still waiting for the day i can defend a siege from the top of my walls. Didnt happen yet in 800 hours of gameplay.
Yes, the AI has to be smart enough to make stupid decisions sometimes - as did kings and generals in history. A valiant party leader, at least, should sometimes attack a stronger opponent. A calculating one should maybe risk a siege at less than ideal odds, against a valuable target.EDIT: Since I just wrote about it in another thread concerning war declarations, I will also note it here. I think this is also part of a bigger issue of the AI being too smart. It actually leads to less enjoyable gameplay and to much less intuitive/natural decisions by the AI that it's always trying to be so damn smart about everything. I would love to see TW focus less on making the AI try to always beat the player and instead focus on making it act in ways that improve the player's playthrough.
EDIT2: The AI will lose regardless, after all.
yeye historicaly realism blah blah. but we wanna get gad dem siedge experience on def side! like diversify the gameplay n shietI'm surprised you haven't had any incidents.
Admittedly it's rare, and if I do partake in a siege defense I usually end up breaking in.
Really when you think about it, you don't want to be stuck in Castle/Town as you've got no where to run. If you can't fend off the attackers you're basically screwed. I think even in most historic examples defenders were basically holding on til a friendly force could relieve them.
You're not missing much though. You might think being a defender, puts you at a big advantage. Unfortunately much like ladders in offense - the A.I. can't figure how to use defensive catapults half the time. They also fall off ledges and do all number of idiotic things. So yeah you might manage to fend of a larger enemy army because their troops only climb one ladder the whole time. But you'll loathe siege A.I. all the more.
The A.I. is always wish-washy about attacking, unfortunately I'm guessing that's a balancing thing. Because if A.I. Armies never abandoned sieges you'd have real snowballing issues.
What I don't get is why Sieges have to play out in such a scripted fashion. The A.I. just cannot seem to handle anything that "doesn't go according to plan".
It doesn't seem like it should be that hard to program. You literally just have 3 static points to attack/defend. What's strange is Archers have no problem going to sensible firing positions. But my lord, melee Troops may as well all be inebriated.
What I don't get is why formations don't focus on their objectives sensibly. The Ram/Gate formation should be entirely focused on breaking down the gates, even if the ram is destroyed. You know hack 'em down with your weapons. Likewise each Ladder/Tower formation should be entirely focused on their section and only abandon their objective if their equipment is destroyed.
I think Ladder/Tower formations need some kind of queue. As is to me it looks the A.I. is trying to user ladders as a "path" to the enemy (Which is fine for ramps, but not ladders.) Which is why they get stuck so much. I mean surely units in these formations must have some sort of number assigned, otherwise how is that I'm able to transfer them and how are they spawned in with larger battles? Why can't Unit #1 go up the Right Ladder, while Unit #2 goes up the Left Ladder, then #3 goes up Right, etc. etc. etc. And the only reason Units shouldn't be going up the ladders is if their morale breaks.
I get there is some added complexity in that the Ladder formations need to defend themselves, but the way the maps are that really shouldn't be an issue. Maybe Ladder formations need to be more "tone deaf". I dunno just seems like it shouldn't be that outstanding of an issue.
yep, that's where traits should shine, they should affect the AI behavior both in the campaign map and in battles, some lords would be more cautious, others aggressive, others would try to outsmart the enemy and so onYes, the AI has to be smart enough to make stupid decisions sometimes - as did kings and generals in history. A valiant party leader, at least, should sometimes attack a stronger opponent. A calculating one should maybe risk a siege at less than ideal odds, against a valuable target.
Just wait outside of one until the siege battle starts and then go join it.
If you have to play in a counter-intuitive manner that should hamper you and only works because of meta-game, to even experience what should be a significant part of the normal game, then I'd say it's a pretty telling sign that there is a big problem in the design.Just put less men in your garrison - easy
Or maybe that being able to reinforce a besieged fortification is a dumb design to begin with, and it only exists because TW didn't fix the core problem that people never end up experiencing a siege ?I'd drop the "In theory" part, it is preferable (look at my example above) but clearly people are too attached to their troops in order to choose the logical thing. I'm not quite sure what people are expecting happens when you attempt to enter in a fief that is under siege, I guess that the enemy would just let you waltz in?
Its not that they're smart, its that they have perfect information about the enemy's strength vs. their own. They have much better info then the player does. Even though we can look at the enemy troop roster, our brains aren't very good at calculating the actual strength, so at most we have a very rough estimate of the enemy's actual strength. With big armies you can't even see the whole troop roster so you're essentially going in blind. The AI on the other hand just sees a number that they compare against their own number and get a pretty accurate assessment of the relative strengths. I think they should add a fuzziness to the AI's knowledge so that instead of seeing exact strength numbers, they see it as a range and then they can make mistakes by sometimes attacking a stronger force or running from a weaker oneEDIT: Since I just wrote about it in another thread concerning war declarations, I will also note it here. I think this is also part of a bigger issue of the AI being too smart. It actually leads to less enjoyable gameplay and to much less intuitive/natural decisions by the AI that it's always trying to be so damn smart about everything. I would love to see TW focus less on making the AI try to always beat the player and instead focus on making it act in ways that improve the player's playthrough.
EDIT2: The AI will lose regardless, after all.