sivlar
01-19-2007, 21:23
A few things I miss from RTW and was wondering if anyone has had any luck perhaps getting these back in with mods...
- Siege towers firing arrows at the defenders on the walls, larger siege towers would fire scorpion rounds and knock the defenders off.
- Sapping the walls with light infantry troops.
- Boiling oil from the gates.
Looking through the descr_engines.txt file I found this stuff listed on the Siege towers...
type siege_tower
culture all
class tower
variant small
pathfinding_data siege_engines/siege_tower_small.modelTraversableNetwork
surface_occupants 20
engine_model_group normal
engine_skeleton siege_tower
engine_bone_map siege_engines/BoneMaps/tower2.xml
engine_collision siege_engines/collision_models/siege_tower_small_collision.CAS
engine_mesh siege_engines/siege_tower_small.mesh, 100
engine_mesh siege_engines/siege_tower_small.mesh, 200
engine_mesh siege_engines/siege_tower_small.mesh, 400
engine_mesh siege_engines/siege_tower_small.mesh, max
engine_model_group dying
engine_skeleton siege_tower_dying
engine_bone_map siege_engines/BoneMaps/smalltower_die.xml
engine_collision siege_engines/collision_models/siege_tower_small_collision.CAS
engine_mesh siege_engines/destroyed/small_tower_destruct_def.mesh, max
engine_model_group dead
engine_collision siege_engines/collision_models/siege_tower_small_collision.CAS
engine_mesh siege_engines/destroyed/small_tower_destroyed.mesh, max
engine_shadow none
engine_radius 5.5 ;3.5
engine_visual_radius 20
engine_length 7.0
engine_width 7.2
engine_height 19
engine_mass 40
engine_dock_dist 7.2
engine_mob_dist 8.0
engine_flammable true
engine_ignition 0.30
fire_effect engine_fire_large_set
obstacle_shape rectangle
obstacle_x_radius 3.6
obstacle_y_radius 3.5
engine_formation 10, 10
engine_spo physical_obstacle
engine_push_point dummy -3.5 -4.5
engine_push_point dummy -1.75 -4.5
engine_push_point dummy 0.0 -4.5
engine_push_point dummy 1.75 -4.5
engine_push_point dummy 3.5 -4.5
engine_push_point dummy -3.5 -5.5
engine_push_point dummy -1.75 -5.5
engine_push_point dummy 0.0 -5.5
engine_push_point dummy 1.75 -5.5
engine_push_point dummy 3.5 -5.5
engine_health 130
attack_stat 8, 2, arrow, 100, 100, missile, missile_mechanical, piercing
attack_stat_attr ap
arrow_generator 2 21.8 3.3
aim_dir 0.0 0.0 1.0
aim_arc 1.0
fire_interval 1.5
arrow_generator 1 21.8 3.3
aim_dir 0.0 0.0 1.0
aim_arc 1.0
fire_interval 1.5
arrow_generator 0 21.8 3.3
aim_dir 0.0 0.0 1.0
aim_arc 1.0
fire_interval 1.5
arrow_generator -1 21.8 3.3
aim_dir 0.0 0.0 1.0
aim_arc 1.0
fire_interval 1.5
arrow_generator -2 21.8 3.3
aim_dir 0.0 0.0 1.0
aim_arc 1.0
fire_interval 1.5
missile_pos 0.0 22 0.0
The larger siege towers have the word arrow replaced with scorpion. I tried adding a ROF and skeleton compensation factor like the EDU has but to no avail. I noticed the RTW descr_engine file has some *.CAS files linked at the bottom of this entry for missile effects. I even tried pasted those from RTW to MTW2 and duplicating the entried but all that does is cause a CTD when the seige battle loads up. I miss this feature, the siege towers even still have the slits at thier tops for the attackers to fire from. Just nothing I change can seem to make them work.
Sap points look like they are suppose to be there too. In the same file this is listed.
;type sap_point
;culture all
;class sap_point
;pathfinding_data none
;
;engine_model_group normal, dying
;engine_skeleton sap_point
;engine_collision siege_engines/collision_models/mining_tunnel_lowest.CAS
;
;engine_model_group dead
;engine_collision siege_engines/collision_models/mining_tunnel_dead_lowest.CAS, max
;
;engine_shadow none
;
;engine_radius 5
;engine_visual_radius 5
;engine_length 10
;engine_width 6
;engine_height 3.0
;engine_mass 25
;engine_dock_dist 80
;engine_mob_dist 15
;engine_flammable true
;engine_ignition 1.0
;fire_effect engine_fire_medium_set
;
;engine_spo physical_obstacle physical_obstacle
;
;engine_push_point dummy -1 -9
;engine_push_point dummy -1 -4
;engine_push_point dummy 1 -9
;engine_push_point dummy 1 -4
;engine_push_point dummy 0 -2
;
;engine_health 20
;
;attack_stat 10, 4, no, 0, 0, melee, melee_simple, blunt
;attack_stat_attr no
It's all commented out. From what I can tell the CAS files exsist though. So I tried removing the comments, adding "can_sap" to various peasant units in the EDU, and added "can_sap yes" to all factions listed in the descr_sm_factions.txt file. Sadly all of this did nothing. Has anyone had better luck than I or any other ideas what may need to be added?
Also there are several references to boiling oil in a few files but I have no idea where to start in getting this stuff to come out of the gates.
The last thing I miss from RTW that I wish we could change was when units were fighting on walls, some units would end up falling or if the wall got too overcrowded units would start spilling off.
I am guessing it could all be hardcoded though and we have no hope to change any of it. Anyone have any thoughts on this.
On a side note I did find a funny entry in the engine file.....made me lol.
type great_cross
culture all
class holy_cart
pathfinding_data none
engine_flammable false ;;; Bob. This'll probably come back as a bug. Please don't fix it as we're not aiming for an endorsement from the KKK
- Siege towers firing arrows at the defenders on the walls, larger siege towers would fire scorpion rounds and knock the defenders off.
- Sapping the walls with light infantry troops.
- Boiling oil from the gates.
Looking through the descr_engines.txt file I found this stuff listed on the Siege towers...
type siege_tower
culture all
class tower
variant small
pathfinding_data siege_engines/siege_tower_small.modelTraversableNetwork
surface_occupants 20
engine_model_group normal
engine_skeleton siege_tower
engine_bone_map siege_engines/BoneMaps/tower2.xml
engine_collision siege_engines/collision_models/siege_tower_small_collision.CAS
engine_mesh siege_engines/siege_tower_small.mesh, 100
engine_mesh siege_engines/siege_tower_small.mesh, 200
engine_mesh siege_engines/siege_tower_small.mesh, 400
engine_mesh siege_engines/siege_tower_small.mesh, max
engine_model_group dying
engine_skeleton siege_tower_dying
engine_bone_map siege_engines/BoneMaps/smalltower_die.xml
engine_collision siege_engines/collision_models/siege_tower_small_collision.CAS
engine_mesh siege_engines/destroyed/small_tower_destruct_def.mesh, max
engine_model_group dead
engine_collision siege_engines/collision_models/siege_tower_small_collision.CAS
engine_mesh siege_engines/destroyed/small_tower_destroyed.mesh, max
engine_shadow none
engine_radius 5.5 ;3.5
engine_visual_radius 20
engine_length 7.0
engine_width 7.2
engine_height 19
engine_mass 40
engine_dock_dist 7.2
engine_mob_dist 8.0
engine_flammable true
engine_ignition 0.30
fire_effect engine_fire_large_set
obstacle_shape rectangle
obstacle_x_radius 3.6
obstacle_y_radius 3.5
engine_formation 10, 10
engine_spo physical_obstacle
engine_push_point dummy -3.5 -4.5
engine_push_point dummy -1.75 -4.5
engine_push_point dummy 0.0 -4.5
engine_push_point dummy 1.75 -4.5
engine_push_point dummy 3.5 -4.5
engine_push_point dummy -3.5 -5.5
engine_push_point dummy -1.75 -5.5
engine_push_point dummy 0.0 -5.5
engine_push_point dummy 1.75 -5.5
engine_push_point dummy 3.5 -5.5
engine_health 130
attack_stat 8, 2, arrow, 100, 100, missile, missile_mechanical, piercing
attack_stat_attr ap
arrow_generator 2 21.8 3.3
aim_dir 0.0 0.0 1.0
aim_arc 1.0
fire_interval 1.5
arrow_generator 1 21.8 3.3
aim_dir 0.0 0.0 1.0
aim_arc 1.0
fire_interval 1.5
arrow_generator 0 21.8 3.3
aim_dir 0.0 0.0 1.0
aim_arc 1.0
fire_interval 1.5
arrow_generator -1 21.8 3.3
aim_dir 0.0 0.0 1.0
aim_arc 1.0
fire_interval 1.5
arrow_generator -2 21.8 3.3
aim_dir 0.0 0.0 1.0
aim_arc 1.0
fire_interval 1.5
missile_pos 0.0 22 0.0
The larger siege towers have the word arrow replaced with scorpion. I tried adding a ROF and skeleton compensation factor like the EDU has but to no avail. I noticed the RTW descr_engine file has some *.CAS files linked at the bottom of this entry for missile effects. I even tried pasted those from RTW to MTW2 and duplicating the entried but all that does is cause a CTD when the seige battle loads up. I miss this feature, the siege towers even still have the slits at thier tops for the attackers to fire from. Just nothing I change can seem to make them work.
Sap points look like they are suppose to be there too. In the same file this is listed.
;type sap_point
;culture all
;class sap_point
;pathfinding_data none
;
;engine_model_group normal, dying
;engine_skeleton sap_point
;engine_collision siege_engines/collision_models/mining_tunnel_lowest.CAS
;
;engine_model_group dead
;engine_collision siege_engines/collision_models/mining_tunnel_dead_lowest.CAS, max
;
;engine_shadow none
;
;engine_radius 5
;engine_visual_radius 5
;engine_length 10
;engine_width 6
;engine_height 3.0
;engine_mass 25
;engine_dock_dist 80
;engine_mob_dist 15
;engine_flammable true
;engine_ignition 1.0
;fire_effect engine_fire_medium_set
;
;engine_spo physical_obstacle physical_obstacle
;
;engine_push_point dummy -1 -9
;engine_push_point dummy -1 -4
;engine_push_point dummy 1 -9
;engine_push_point dummy 1 -4
;engine_push_point dummy 0 -2
;
;engine_health 20
;
;attack_stat 10, 4, no, 0, 0, melee, melee_simple, blunt
;attack_stat_attr no
It's all commented out. From what I can tell the CAS files exsist though. So I tried removing the comments, adding "can_sap" to various peasant units in the EDU, and added "can_sap yes" to all factions listed in the descr_sm_factions.txt file. Sadly all of this did nothing. Has anyone had better luck than I or any other ideas what may need to be added?
Also there are several references to boiling oil in a few files but I have no idea where to start in getting this stuff to come out of the gates.
The last thing I miss from RTW that I wish we could change was when units were fighting on walls, some units would end up falling or if the wall got too overcrowded units would start spilling off.
I am guessing it could all be hardcoded though and we have no hope to change any of it. Anyone have any thoughts on this.
On a side note I did find a funny entry in the engine file.....made me lol.
type great_cross
culture all
class holy_cart
pathfinding_data none
engine_flammable false ;;; Bob. This'll probably come back as a bug. Please don't fix it as we're not aiming for an endorsement from the KKK