[DLC Suggestion] Let's ask Brad for Siege pack DLC!

Would you like to buy one more DLC - The Siegepack? Let's ask Brad to make it!

It was discussed earlier and non-obstacle combat system seemed to disallow sieges.

But now I think, it's still possible and propose my version. If you have any ideas, let's develop the concept and ask to make one more DLC.

So, there are no obstacles in the game... No! There ARE obstacles! These are defensive tiles from Krax blood. As all remember, Krax units can make defenses on battlefields.

So, siege battlefield is divided into two parts - the field and fortifications with walls. Walls are non-passable. Each passable tile in fortifications part may give any unit this defensive bonus automatically when they just stand on these tiles.

To prevent defenders from attacking attackers and going to the field part, there should be a defenders' friendly unit "Gates" with some hitpoints, which will block the way. Also all attackers would have to kill "Gates" before they can engage defenders.

If defenders have no units of class <Archer> they should go to field and counterayttack. To make this, the unit "Gate" should die if there are no units of class <Archer>.

"Gates" should also have immunity to ranged attacks, to prevent attackers from killing it from distance, after which defenders may rush into the field. Catapults should also be not able to break walls or our "Gate". Just strong splash attacks.

This is basic idea. Additionally attackers may have siege towers which they move towards the wall. Defenders additionally may have boiled oil on the wall. Any additional archer towers may be available to construct with additionar city archers garrisons. Moats may additionally be added to prevent attackers to use siege towers.

What do you think? Would you buy such DLC? Would devs be interested in this project? Let's ask them to make such DLC! With this DLC done the game will become solid and finally polished, imho.

25,408 views 15 replies
Reply #1 Top

What you're asking for is very similar to the way city combat was done in Age of Wonders which I really enjoyed.  There, the combat maps were much larger, with a walled space in the middle and four gates leading out of it.  The only way attackers could get in at the units inside was by bashing down the gates or the walls with gates being easier to destroy, and both wall and gates had increased hitpoints if made out of stone instead of wood.  This mechanic actually made building walls in frontline cities quite useful, because a few well trained archers kill quite a few melee units that would have otherwise massacred them in the field.  I don't know how easy it would be to make something like that for Legendary Heroes and not make it feel tacked on, but if done properly I would pay for it.  The city combat from Age of Wonders is something I miss quite a bit in Legendary Heroes.

I suppose you could create a few new tactical maps for city combat with chokepoints.  You could populate those chokepoints with stationary barricade "units" that the defending player can switch from being impassable to passable.  This could let any defending attack the invaders but the invaders would have to destroy the barricades to be able to melee the units behind the barricades.  Catapults could do extra damage to said barricades.

Reply #2 Top

I'd buy such a DLC but it's not going to happen, the efforts from the dev to implement are way too large to make it worth their time. The DLC released so far have been fun but not really added a wealth of content (the quest pack was the most impressive, imho). This would be a dlc in the 20 dollar range probably, at which point it's an expansion.

Reply #3 Top

Quoting BuzuBuzu, reply 1
I suppose you could create a few new tactical maps for city combat with chokepoints. You could populate those chokepoints with stationary barricade "units" that the defending player can switch from being impassable to passable. This could let any defending attack the invaders but the invaders would have to destroy the barricades to be able to melee the units behind the barricades. Catapults could do extra damage to said barricades.
End of BuzuBuzu's quote

Just placing barricades is not enough. These barricades will not protect from ranged attacks. In Age of Wonders there is an obstacle penalty while shooting through a fortification. There also is a limit for ranged attack. FELH doesn't have obstable system and limited range. So the DLC's task is to offers the solution in these conditions.

I think it's a hard task for modders. It needs making smart 3D fortifications, so the work is worth DLC and not just a mod.

Quoting Heavenfall, reply 2

I'd buy such a DLC but it's not going to happen, the efforts from the dev to implement are way too large to make it worth their time. The DLC released so far have been fun but not really added a wealth of content (the quest pack was the most impressive, imho). This would be a dlc in the 20 dollar range probably, at which point it's an expansion.
End of Heavenfall's quote

Perhaps there is not much work for devs, and fans will buy this DLC at a good price. Don't devs need resources for the new GalCiv? Instead of preordering new GalCiv these may be real and quick money!

Lets count what should be done.

1. New 3D graphics for fortifications.

2. At least 1 combat map with preplaced "defensive" tiles.

3. Creation of "Gates" unit.

For basic concept there is nothing more to program. The project seems to be easy to be done. 3D designer is needed - and that's all.

Reply #4 Top

Let's not and say we did. :))

Reply #5 Top

What do you think? Would you buy such DLC?
End of quote

Sounds good.  Yes i'd buy it.

 

Reply #6 Top

Trebuchets is already ingame.... Destroyed versions that is. xD

 

You can see one of them if you fight on barren lands with bit of chasm or just barrens.

 

SO it's likely that they thought about sieges and settled on current version we have.

Reply #7 Top

Quoting Ericridge, reply 6
SO it's likely that they thought about sieges and settled on current version we have.
End of Ericridge's quote

Do you think it's too complex to make this DLC? But wouldn't most fans buy it if it costs not $5 but $10? Developers may easily get more funds to develop their next game - GalCiv. But if they are too busy with it and don't want to pay more attention to FELH, then at least we'll have what we have now. It's also not bad. But if there were sieges in FELH I think that the game would better compete with AoW3, which will arrive next year.

Reply #8 Top


there's nothing to compete with with AOW III. After Shadowlands or Shadowlords they'll just be making more of the same, just a new name on the package and some graphics candy.

Reply #9 Top

Quoting willie, reply 8


there's nothing to compete with with AOW III. After Shadowlands or Shadowlords they'll just be making more of the same, just a new name on the package and some graphics candy.
End of willie's quote

May be yes, but what if may be no? AoWSM (with mods) was the best MoM style game until FELH appeared, imho. I really like unit constructor and tech tree and graphics of FELH but AoWSM has its own bonuses, so if AoW3 were just AoWSM with 3d graphics I'd say that I'd had a tough choice. I really lack sieges. Naval is also needed. What adventure is without a ship?

Reply #10 Top

Give us another full fledged expansion pack instead, with 3 main focuses: Sieges, Naval stuff and Empire management (pioneers building roads with upkeep costs etc, new economical mechanics, expanded outposts....).

 

I'd be in heaven, and this game would be more awesome then awesomest. The only thing missing would be multiplayer, but that's for the next version of the game in 64 bit only.

 

Small DLC's might be good for some short termed good income, but to increase upon the player base owning this game in the first place, we need some grand scale classical expansion packs here and there as well. Either that or start working on Elemental 2 already using this shiny new engine the Frog brags about (because I'm afraid this already rather unstable game can't stand all too much new content). :)

 

Reply #11 Top

Quoting NorsemanViking, reply 10
Sieges, Naval stuff and Empire management
End of NorsemanViking's quote

Sieges, naval stuff..... and flying units.

That'd make a great expansion.  Where do I sign?

:thumbsup:

Reply #12 Top


Sieges would just be another way to exploit the ai being able to attack from all 4 sides. As it is it would be better if it were more like Warlord IV battle system and you just have all the units in one group attacking all the units in the other(enemy) group and roll the die. Tactical play just makes it easier to out maneuver or exploit the ai as well. The best combat system where ai is concerned and it is about the ai because there is no multiplayer at the moment is the most simplest form of combat system there is to be had. The Warlords method was the best I ever saw. (yes this was a professional design not some flybynight wanna be game maker) :))

Reply #13 Top

Quoting NorsemanViking, reply 10

Give us another full fledged expansion pack instead, with 3 main focuses: Sieges, Naval stuff and Empire management (pioneers building roads with upkeep costs etc, new economical mechanics, expanded outposts....).
 
End of NorsemanViking's quote

I'm ambivalent over siege warfare - I'd like for a city battle to be more distinct from a random fight in the wilderness (and if they could manage to make another distinction for wildlands...). But this is fantasy in the MoM tradition, and being forced to drag a siege train around is too "realistic" for the subgenre.

As for naval stuff, I say "no". There are two problems with even fully implementing naval transport - (1) "can you add naval combat in a DLC?", (2)  Total War: Empires was an expansion to a game that had ships, where naval combat/invasion was a primary mission goal - and look how badly they screwed up the AI! IMO, you have to bake in ships from the beginning, or save it for the expansion you finally totally revamp some of the core systems - you can't just layer it on.

I'm onboard with adding to the management subgame, though. I'd like to see some notion of the passage of time. I fondly remember the old-school board game "Blood Royale". Not as a game per se, from what little detail has lasted in my memory, the game system wasn't that spectacular, but it was a backdrop for personalities and dynasties that grew organically within each game session. So every time you came back, even with the same faction, it always played out differently and compellingly.

Reply #14 Top

I agree with you mate on sieges and naval stuff. Good post

Reply #15 Top

Quoting willie, reply 12
Sieges would just be another way to exploit the ai being able to attack from all 4 sides.
End of willie's quote

Any 4 sides is not an exploit in the current game mechanic since only one attackers army participate in combat. We don't ask to change the whole game mechanic, do we?

Also for current game mechanic - both naval and flying units are not possible. The is no possible settling on beaches and melee ground units without counterattacks can't do anything against flying units. Possibility to make flyers with bows makes most ground troops defenceless against them.

Simple siege wjould be enough. Just 1 new battlefield with defensive tiles on one side will be enough without need to change anyting.