View Full Version : Battemap cities, removing buildings?
The A.I. has 1 hell of a problem assaulting cities mainly due to bottlenecks. What I was wanting to do was remove all buildings such as houses and decorations and only leaving the buildings you build in there, such as the barracks stables and shrines. If the A.I. still has trouble maybe removing all buildings.
So is it possible to mod a town to only have a town square and walls and will it work on th campaign map.
This would emphasize defending the walls as it historically was. Since once troops got inside morale dropped, entrenchments/fortified positions would start popping up and usuallly it was a matter of days until the defenders and populace started getting raped enslaved and executed.l
eadingas
03-28-2005, 19:16
It won't help by itself. You have to edit pathfinding model first, in settlement_plans/street_plans, then you can go about removing buildings. Otherwise AI won't notice the buildings aren't there.
So it can be done?
Well if it's just walls and a town square it might be possible to completely delete the pathfinding files.
Assaults are bloody wether I'm assaulting or being assaulted but just plain deadly for the A.I. if they are assaulting.
The A.I. siege lifting bug is a bit of mute point for me right now as the A.I. lifting a siege actually saves that armies butt and puts them on the field where they can do some damage.
Give me 3 units of hillmen or any other unit with better stats and Ill wreak havoc on the assaulters. Give me 5 units of them and the city wo'nt fall. If it's a stonewalled city the A.I. can take it due to the fact it causes them to spread out and not all units will be rushing through the same spot. The problem is with wooden walls when the A.I. tries to rush there way through the breach. The problem is since 20 units get overlapped and the pathing system all the A.I. units get stuck and unable to move exhausting themselves the when they do engage the routers push back there own troops fleeing for thie lives.
So what do I need to do to change the cities layout? Not much of a modder here so I need directions on how to do this.
Aslo what do I nee to read the .cas file?
Simetrical
03-29-2005, 04:03
You need 3ds Max and Vercingetorix's CAS plugin.
-Simetrical
eadingas
03-29-2005, 07:33
Well once you edit street plans, it should be enough if you just delete entries from txt files in settlement_plans (backup first!). I'd suggest leaving the core building in at least, because well you never know. The rest can probably go.
professorspatula
03-29-2005, 16:05
It would be nice to have less buildings in cities, I was thinking that myself. I've just about given up on playing siege battles in the campaign now, the AI's idiocy and large number of bugs are just far too numerous to make it worthwhile.
Still there would be no point in removing all the buildings. Unless you could add more walls, every siege would be rather much the same - a large open area to pummel the poor defenders.
3ds max is one tough program to follow and I only get 30 days to use it.
EADINGAS That's my original plan to leave in temples/ barracks and such if that's what you're referring to. Anyways you said once I change the pathing system I can go about removing buildings in text files. So if I delete the pathing system files remove the buildings will the A.I. know to head for the town square. Well I guess there's only one way to find out a CTD will be a quick answer and if the A.I just stands there that's my other answer.
Looking at the files though it seems a breach in the wall is not part of the pathing system. Amother observation is that bridges seem to have a pathing sytem also..... I've seen wierd things happen there. Well it looks like this might just work without too much modding hopefully. Well I'll have time tomorrow hopefully to run into joys or unfortanately CTD's
PROFESSOR plan b is no buildings at all but I think the A.I. can handle it with the basic buildings, extra walls would be nice but that goes back to crippling the A.I. wich is what I am trying to eliminate.
Hopefully it will make the A.I. better and cities can be modded unlike the battlefield A.I. wich as far as I know is unmoddable. The real problem is the A.I. treating the entrance like a flood gate. and all 20 troops come flying in and when they have a spy open the gate it is just horrific. But with no buildings blocking there paths I only get one chance to swarm them and that is when they enter.
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