New siege script?

正在查看此主题的用户

sPOONz

Sergeant
Ive returned to playing Mount n Blade (POP) after sometime and Ive noticed a change in siege behaviour. Instead of having the borring 'meat grind' at the fortress threshold, I find that the attacking force often breaks through the wall defence and battles it out elswhere within the castle. Possibly advancing further or being beaten back. Is this a new POP feature or from MnB native? Either way its fantastic.

In my last fortress assualt I manged to divert some of my forces through the 'follow me' command to flank the Empire Crowbow Men who were hammering my men. I did something tactical, in MnB, durring a siege, it worked, Im so happy!
 
Don't know if it changed but  its really cool that you have a chance to mount the walls if you time it right. I always let my archers fire at the wall to loosen the defence or destroy some shields. Then when the defenders are low and short before getting reinforcements i assault the wall and let the infantry just charge, when the wall is mine my archers follow and take position on the wall. Meanwhile i take my Companions around the back of the enemy and just kill some Archers of them. I loose a lot of archers because they are exposed on the Wall, but it looks cool.  :mrgreen:

So did you change anything?
 
Ive not changed a thing. But Ive noticed a definate diffrence in this game, in that I often have my force secure the wall or further ahead towards the enemy respawn point and having the enemy retake ground if my reinforcements are weak/far away.

Before, in all other games of MnB regardless of which mod Im playing, my sieges have always fought at the wall until either side runs out of troops or had massively inferior units. Same old, same old.

The only thing different is that I got caught out by the recent steam patch (no boots, ammo bugs) but I'd be suprised if its bugged my game making the sieges better by accident. Im far into my current game, day 1752, so Im stuck with the patch balls up unless I want to restart. King Dugan would be sad if I did that tho!

If nothing has changed to the way sieges work then I have no idea why all my previous battles have been so lame.

As for battle tactics for seiges I go...

1. Archers fire, Inf and Cav hold
2. Archers charge (gets rid of those without ammo so I can send another splinter bombardment)
3. Cav and Inf charge
4. Reinforcments arrive, Archers hold n fire, Inf and Cav charging still
5. Everyone charges
6. I take an arrow to the face on the ladder and either win or lose the battle.

Thats the general jist of it anyway. Somtimes the A.I arrows hit harder so I just charge and hope for the best.
 
sPOONz 说:
6. I take an arrow to the face on the ladder and either win or lose the battle.
That!  :lol: First siege in any mod ends that way for me.
 
I don't have the new patch but I still get that behaviour sometimes in castles. For example, in one of the D'Shar castles they actually didn't engage me in close combat before I was at a stretch of the wall with my men that was in clear view of the courtyard that had literally 80 archers on it. Thats when the arrow to the face happened.

I'm using the castle pack though, could be that.
 
sPOONz 说:
Ive returned to playing Mount n Blade (POP) after sometime and Ive noticed a change in siege behaviour. Instead of having the borring 'meat grind' at the fortress threshold, I find that the attacking force often breaks through the wall defence and battles it out elswhere within the castle. Possibly advancing further or being beaten back. Is this a new POP feature or from MnB native? Either way its fantastic.

In my last fortress assualt I manged to divert some of my forces through the 'follow me' command to flank the Empire Crowbow Men who were hammering my men. I did something tactical, in MnB, durring a siege, it worked, Im so happy!

There was an issue in the code for AI siege defenders before (it is a native error where the script_move_archers_to_archers_positions was never working correctly due to an operation they had that is not correct: (eq, ":agent_cs", 7)).

I've worked around that and replaced it with other code to make it working correctly. That yields a new defender archer behavior in POP3.4.
The bug was identified by Abhuva when he was making the siege scene for Valonbray and he helped to get this fixed.

However the attacking force code has not been altered by PoP. That part may have been updated bythe WB 1.143 game engine (- I'll likely do a tentative porting to see if PoP3.4 can be ported well to 1.143).
 
I've seen this happen even in non-warband PoP, the attackers fall back to the streets and then to the keep, the last bit is usually like 5v5.

I'd infer that this is a native feature but I don't know what triggers it.
 
killing all defenders in one siege(that means about 250 men(even if the garrison is like 600men)=streets, after that=keep= town
if it's a castle it's just the keep.
Archers are a bit smarter now and that is enough said:smile:
 
后退
顶部 底部