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1  El Arte De La Guerra 'Official' Siege Fix Feb 09, 2012 2.93 10,677 5.0 / 5.0 33,192 3.86 MB 5
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 El Arte De La Guerra UNOFFICIAL Sie (v 1.5.4)  » posted under El Arte De La Guerra 'Official' Siege Fix on Feb 03, 2012, 09:50:20 am
Consolidating the comment posts down for these screenshots to make room for another city. I finished Reyvadin a day or two ago but I've been laid up with a sinus infection and didn't feel like posting screenshots (of the city :green: ). Anyway, for the sake of late comers, here they all are with brief explanations.

Curaw -
Like I said, wild hair up arse, I wanted to change the city to improve archer effectiveness and used already present terrain as the inspiration. I dismantled the wall and built a new one up on top of naturally defensible cliffs that were present but demanded expansion, the showpiece of the defense being the large keep which houses the garrison and its sniper roost along the taller cliff.

Rivacheg -
In the spirit Curaw I knew I simply had to change Rivacheg, given the dialogue present for the city, specifically Alayen describing it as this great Vaegir bastion which even the nords have trouble with. So, taking inspiration from Curaw and the hint at the name, Rock of Rivacheg, I rebuilt the siege to include a massive set of cliffs that surround the city, onto which walls and archer roosts are built. The valley leading up into the city has at its calmest incline a gatehouse, surrounded on both sides by a U shape defense of archer roosts. Once the outer wall is taken, attackers must push their way up the narrow ravine through the inner gate whilst being fired upon from the inner wall. Both archers and infantry play heavily into the siege, there are quite a few effective firing lines as well as a tough slog point for infantry in the first gatehouse.

Reyvadin -
While pondering over the cities and trying to day dream up ideas for how to change them, I kept coming back to Reyvadin thinking... this is the capital, the Grand Prince lives here, this is the gateway into the Vaegirs, into the mountains, it stands in between the Swadian plains of the old empire and the barbarian wild lands. So I knew I wanted the walls to be large and intimidating, I wanted them to be Swadian style walls, with a massive gatehouse complex and giant towers. In my mind this used to be a Swadian, or rather, city of the Calradic empire, standing as a bastion against the hordes that were encroaching upon it in the old days, though now ironically the capital of one such horde. I hope I did the idea justice.

The attackers breach at a destroyed section of wall and from there clear a large tower and then push their way towards the main keep, firing lines are maintained for a good portion of this siege, even towards the end as the assault carries one of two ways; down the narrow stairway inside the gatehouse itself, or down a wooden stair built into the side of one of the keep towers. I was tempted to have the infantry assault through the street, and this still exists as an option for the player, but this didn't make sense to me for an attacker to leave the keep occupied by archers that could fire upon them, or cut them off at the wall behind them. Archers can fire upon attacking infantry that takes the more accessible wooden stair, or they can avoid the arrows and go down the narrow stair in the keep.
Also, some of you may recognize the front of the keep a bit from one of the in game art panels :green:.

To follow -
Every.. single.. city.. eventually...maybe. I only want to take the build on once I have the idea and the inspiration. Each one seems to take be about 2-4 hours to complete with another hour for play testing. Bugs can still crop up even then, as I'm finding, especially when army size shifts from one side to another.
On the list of ideas though, I have one to change Jelkala to a city of ruins, the Rhodoks are slaves to tradition and cling to ideas of the old empire, why not also to ruins of old cities? Jelkala could be one such city, built up around and in an old Calradic ruined city.
As mentioned before, I'm thinking Yalen should sport some pretty steep cliffs as it sits next to the sea. I'm leaning towards the idea of having the entire city rest upon a bluff perhaps, with the only access being a drawbridge over a chasm or gap filled with water. A belfry would surmount this obstacle but then wall clearing must commence, and I imagine the walls of Yalen being steep and tall, with many sections being much higher or lower than others. This would create an effective firing line for crossbows to fire down upon attackers. This idea is a bit of an extension of the wall clearing battle I dreamed of before, but then it was for Praven, as it already has a very large wall resting upon a cliff near the sea, though perhaps not quite as extreme. Praven is another city I'd like to change, as the walls right now are almost pointless for archers or even infantry for that matter. They are narrow, with horrible and limited firing lines, most of Praven as I see it is decoration rather than defense.

I have no ideas for Sarranids or Khergits, save one for perhaps Bariyye or Durquba, an attack that takes advantage of the cities reliance on a nearby oasis. Beyond that I don't have much inspiration for walls designs yet that might be distinctly eastern.
comment last edited by Smarmellows on Feb 09, 2012, 06:18:18 pm
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 El Arte De La Guerra UNOFFICIAL Sie (v 1.5.2)  » posted under El Arte De La Guerra 'Official' Siege Fix on Jul 15, 2011, 03:38:53 pm
Thanks for the bug post, also the screenshot! :green:
That particular bug is an issue with the scene prop, a bug taleworlds left behind and not something I can fix. Best I could do is move the spawn point for the archers, and have done so, to the section just below the wall. The archers will be much less effective there, but oh well. There are still archer spawn points in the back of that drum tower that can be fired upon once you're on the wall, however they may wander forward towards that invulnerable location. A complete fix is to move every single spawn point out of those drum towers, but that would compromise the archer support for this castle, as there aren't many good firing positions. That still doesn't fix the issue of the player defending this castle, as they can just stand in that spot and be immune to arrows all they want. The only consolation I can provide for this bug is that once men get onto the wall it's not that difficult to clean those drum towers out, and the AI often does.

Will be uploading the change momentarily, a very minor one at that. People haven't been posting/reporting bugs! I'll just take that as a good thing.
Haven't been playing much lately so I haven't caught many new ones myself.
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 El Arte De La Guerra UNOFFICIAL Sie (v 1.4)  » posted under El Arte De La Guerra 'Official' Siege Fix on Mar 21, 2011, 09:56:51 am
Need to make a small note here, this hotfix was made for 1.4 of his mod because that's the version of his file I have in his readme, his most recent is apparently 1.5, released quite some time ago, I downloaded his mod recently which would be the most recent version available. I have to reason then that he did not update his txt for the version of his file, and the scenes I edited from may in fact be 1.5. I apologize for the confusion.

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