View Full Version : Forts - can their effects be modded?
Dol Guldur
07-09-2005, 21:42
Does anyone know if a fort's defensive ability can be modded (arrow towers and so forth). The forts in the game seem to offer little protection unless you have a lot of archers with a longer range than your attacker.
CMcMahon
07-10-2005, 00:26
Don't forts have arrow towers in all four corners?
Dol Guldur
07-10-2005, 00:49
I want something effective ;)
CMcMahon
07-10-2005, 04:18
Ballista towers and onagers instead of tents?
Dol Guldur
07-10-2005, 09:04
Cool ;)
At least make fort bigger for more manouverality (wrong spelling?)
Archilles
07-11-2005, 12:46
Hi there. I think Dol Guldurs wish is understandable.
I too, think that the Forts are a bit too uneffective. In M:TW there were Ballista Towers too.
I also want to know if it is possible to have Forts with other walls and towers, just like the Stonewalls of a settlement, where Archers can be put on top of the walls.
Has anyone done something like that?
If not, how can we mod this?
Epistolary Richard
07-11-2005, 15:32
Someone is working along these lines:
http://img79.echo.cx/img79/4034/camp1wf.th.jpg (http://img79.echo.cx/my.php?image=camp1wf.jpg)
Find out more about it here (http://www.twcenter.net/forums/showthread.php?t=21888&page=7&pp=20).
.
edyzmedieval
07-11-2005, 16:44
Wow....
Cool pic... But, what units are those?!
Jimmytwohand
07-11-2005, 16:52
The battle editor allows you to ramp up the forts to level 5 defences ie stone walls, iron bound gate, arrows towers etc. You probably already know this but i was wondering if there is then a way to just take the data from the level 5 fort and override the original design. Personally i would have no idea how to do this.....just brainstorming.
I dont think the problem is as much with defenses, maybe level 2 would be practical, as with size. The fort should be a good deal larger. The first reason is in gameplay, because its difficult to fight a decent battle with 4000 men in a fort with another 4000 outside. The second is aesthetic/realism as does it really look like 4000 guys could stay the winter in that fort?
Dol Guldur
07-12-2005, 08:00
Jimmy,
The Battle Editor does allow what you say but it does not save it - I think it is likely an error and, like the Advanced tab in custom battles, the fort seems to have a fixed setting.
I have not been able to identify which file sets fort effects. I'd also like to find the file which gives the defender ranged units advantage over similar ranged units in the enemy ranks (it needs cranking up).
I wonder if the SiegeDefence trait works with forts...
SPQR 4.0 will be using a different fort for the Romans a larger one with No gates but more realistic. More room to block choke points and let archers do there work.
My suggestion would be IF you want more firepower for forts build siege weapons and Archers for Forts you place, then you will have an Effective Killing force.
I think Arrow towers is stupid really, I would prefer having Towers that can be manned by Archers instead.
Lt
Jimmytwohand
07-12-2005, 13:47
The Battle Editor does allow what you say but it does not save it - I think it is likely an error and, like the Advanced tab in custom battles, the fort seems to have a fixed setting.
Thats a shame. If it has a fixed setting, it wouldn't even be possible to design a larger wall plan for them in Adherbals wall editor. Pity.
Archilles
07-12-2005, 16:47
Does that mean that this is another "hardcoded" thing?
Surely there must be a way to replace the objects of a fort in the campaign.
As for the SiegeDefence trait you mention, Dol Guldur, I think you should have the same advantage as is normally the case, since you try to break the siege of a Fort. (Does that give you only a bonus on command?...I never had a Family member with that trait.)
I hope that in future TW:games there will be the option to decide the layout and material of walls, and additional buildings, like towers.
(---Where is the ballista-tower?---)
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