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Castle siege


Pittcrew

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Ok, I'm not 100% sure that a mod like this has NOT already been created, but I searched around a lot and asked some people and they said they've never heard of one like this. So I'm sorry if there is already a mod like this.

 

With that being said, I think it would be really cool were there was a castle and a battle ground. Each team would have hopefully at least 30 npcs. The castle would be well fortified. You would get to pick whatever team you want to be on (defending inside the castle or attacking from outside the castle). Once a team wins or loses, everything would reset and you could choose a new team or try again. It would be cool also if there were some basic siege weapons such as: siege towers, oil, catapults/ trebuchets, ballista, cannons, rock slides, etc.

 

Also it would be cool if there were liek company's. Each company has like 10 guys and a leader and before the battle starts you give each company leader a specific order to execute. This way it's not just 60 npcs running around doing whatever. This would be the best way to resemble a real siege and I think it would be tons of fun and have lots of replay value. Meaning, it would keep you entertained for a long time.

 

If anyone would be possibly interested in making it please let me know. Though I can't mod myself, I would help in anyway I possibly can.

 

Thanks for reading!

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I think this is quite a decent idea, would certainly fill up some time when you have nothing better to do in Cyrodiil.

 

On the other hand, while some aspects are doable, the main aspect of this mod, is (at least to my knowledge) not. Siege towers might be possible, but it would be quite a lot of work to create, and script. Modelling, animating, and scripting all of these new elements would take a lot of time. Also 30 NPC's per team? 15 in total is Oblivions general limit, throw in a lot of other detailed models such as your catapults, and there could be some serious FPS issues.

 

This mods not really possible, which is probably why you haven't seen it before. You could probably get a working version, but it would be on a much less grand scale, and not really what you expected.

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I think this is quite a decent idea, would certainly fill up some time when you have nothing better to do in Cyrodiil.

 

On the other hand, while some aspects are doable, the main aspect of this mod, is (at least to my knowledge) not. Siege towers might be possible, but it would be quite a lot of work to create, and script. Modelling, animating, and scripting all of these new elements would take a lot of time. Also 30 NPC's per team? 15 in total is Oblivions general limit, throw in a lot of other detailed models such as your catapults, and there could be some serious FPS issues.

 

This mods not really possible, which is probably why you haven't seen it before. You could probably get a working version, but it would be on a much less grand scale, and not really what you expected.

 

why is only 15 total the max amount? that makes for extremely short battles. Couldn't you just use say cloud ruler temple? instead of making a new castle if you had to?

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Have you ever seen a combat of large scale in oblivion? Oblivion was simply not meant to do it. At standard, it'll cause NPCs to stop do anything (they won't move, just look while they get slaughtered by creatures or the player) if there's a larger number than around 15. That's caused by a limit of the engine and there's no workaround or ''fix' to be made for that.

 

There's a video out that shows that if you disable any other AI in the world that you can use more NPCs. But that's in an open field with nothing vs nothing as they could only fight others..not think.

if you'd make it a tad complexer (say add rock in front of them) they'd get stuck against everything or simply won't do the commands. These AI-script-disablers turns NPCs to their basic functionality of simply...being there.

 

Siege engines are complex to make and would indeed cost a lot of time like slawter said. Then it wouldn't be too much fun yet as they couldn't 'tear' down buildings as they aren't breakable at the moment. Making things 'break' requires again some complex animations and model changes.

 

The reason why there aren't that many mods out there that tried is that it costs a whole lot of time and the experience wouldn't be as in any other game that's meant for this. Looking at this it'd easily cost half a year to do and that's just on a level where you're very skilled at it...

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