View Full Version : Ballista to "non-siege" artillery
R'as al Ghul
02-18-2007, 10:52
Hello,
does anybody know what I'd have to change to disable the ballista's function to shoot at buildings?
Imo the ballista is an anti-personnel weapon and shouldn't be able to tear down walls.
R'as
pat the magnificent
02-18-2007, 12:58
i'd love to do this too, or at least make so they do virtually no damage to buildings.
it makes my blood boil when a couple of units of ballistae create a gaping whole in my huge stone wall.
R'as al Ghul
02-18-2007, 13:03
Well, you could always decrease their attack value. That way they wouldn't be able to do much damage. Or you can increase the walls hitpoints which are too low anyway.
I'd like to disable it completely.
Pick a Ballista (I prefer NE since England is the default player faction in custom) and go play with it in the EDU. The secondary attack line details the attack of the ballista (that's stat_sec) while everything else is presumably about the men that use it. The original for NE is:
stat_sec 55, 3, ballista, 180, 50, siege_missile, artillery_mechanical, piercing, none, 25, 1
I'd suggest trying this:
stat_sec 55, 3, ballista, 180, 50, missile, missile_mechanical, piercing, none, 25, 1
That's me basically guessing that the missile type may be responsible for allowing it to attack walls - using the standard ones for archers might keep it from doing so. Of course it may just be the case that siege equipment attached to units can always target walls and towers.
In either case, you'll want to set ballista to the following in the descr_projectile.txt file:
projectile ballista
effect large_arrow_trail_set
end_effect large_arrow_explode_set
end_man_effect man_impact_small_set
end_package_effect wall_impact_small_set
end_shatter_effect large_arrow_explode_set
end_shatter_man_effect man_impact_small_set
end_shatter_package_effect wall_impact_small_set
damage 0
damage_to_troops 5
radius 0
mass 0.8
accuracy_vs_units 0.005
;accuracy_vs_buildings 0.05
;accuracy_vs_towers 0.025
min_angle -30
max_angle 35
velocity 60
;bounce 0.5 0.6 0.5 0.4
body_piercing
display aimed particle_trail invert_model_z
model data/models_missile/missile_ballista_bolt_high.CAS, 40.0
model data/models_missile/missile_ballista_bolt_med.CAS, 80.0
model data/models_missile/missile_ballista_bolt_low.CAS, max
Do the same with flaming ballista shot (it's the very next entry).
At the very least that change should keep them from harming walls at all... and I'm guessing the AI will avoid targeting walls if it knows it will do no damage. Could be wrong though...
R'as al Ghul
02-20-2007, 10:38
Thanks Foz,
it seems to work. The unit description now says "ineffective against buildings".
I've not had time yet to test it in battle, though.
R'as
Jerek Kruger
02-20-2007, 16:00
I tried copying the stat_sec line from the ballista onto Pavise Crossbowmen's stat_pri and it didn't allow them to target walls so I'm guessing the first change Foz describes isn't the correct one.
Thanks Foz,
it seems to work. The unit description now says "ineffective against buildings".
I've not had time yet to test it in battle, though.
R'as
Which part seems to have made it work? LOL. Keep me posted on how it goes, of course.
R'as al Ghul
02-28-2007, 11:49
It's sufficient to edit the entries in the projectile file. The unit file can remain unchanged.
R'as
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