I think the term siege is being used here to mean any assault on a city (what the game calls sieges).
Docm30 said:If I can squeeze them in in time, they'll also have mamelukes and Polish chevaux-legers as heavy cavalry. No carabiniers, though. Too generic looking to be worth it.
zois said:Allas a recruit that i agree with.
Lieutenants William Gammell, James Grant and 10 of the men are wounded
Docm30 said:I've even considered removing the town menus entirely, since I think they're a terrible feature, but I probably won't.
Docm30 said:I've even considered removing the town menus entirely, since I think they're a terrible feature, but I probably won't.
For the first time? Yes. After that? Meh. The game gets repetitive if one must find the merchant/guild master one is looking for every single time. Should definitely be optional.Ivan the Awesome said:Docm30 said:I've even considered removing the town menus entirely, since I think they're a terrible feature, but I probably won't.
At first when I saw this I thought it would be terrible, but then I realized exactly how cool it would be if you had to find your way to everything. Maybe you could make it a feature you can enable and disable.
James Grant said:By the way Doc, why did you decide on the 85th for Britain's light infantry regiment. I only ask because their performance seems to be quite an unfortunate one, not quite as renowned as the 52nd or 43rd at least.
DanyEle said:This might have been already asked, but i've got a clue. While laying siege either to a fortress or a city, do you need to create a breach then storm it with your soldiers to capture the town? If yes, is a demolition system for walls planned or already in?
ClearlyInvisible said:The only mod I've seen where AI aren't completely brain dead is Blood and Steel.
Docm30 said:Nobody complains about it in other RPG's. Anyway, I said I was more likely to go the way of The Last Days. Their code should work in Warband, with some modifications, naturally.
Speaking of Brytenwalda, yes, in many battles, the AI simply charges forward, but in others the enemy actually follows a battle plan. In Mount & Empire the opponent will behave according to whether or not they were attacked or are the attacking force. I.e., if attacked, they will not charge for at least a few minutes. After that, well, it's like shooting fish in a barrel. As such, it would be nice to deal with an AI that puts some thought into how it's going to approach a particular battle.ClearlyInvisible said:Here's a quick thing Docm. In every single single player mod I've ever played the AI Generals and their men always, and I mean ALWAYS charge into battle.
No line forming, no tactics, nada. The only mod I've seen where AI aren't completely brain dead is Blood and Steel.
So I was just wondering what you've got in mind for that. Did you edit the script to make line infantry act as line infantry or... I dunno. I just don't want every battle to be like the Old Guard's charge at Waterloo.
In TLD you have to explore the towns the first time to find the merchants before they're avaliable in the menuGJCeasar said:Having never played The Last Days, perhaps an explanation is in order .