Removing machinegun siege towers
What would need to be changed in the descr_engines.txt file to remove the siege tower 'machinvegun' effect? I've tried changing some of the values but nothing seems to make a difference. I'd prefer not to set damage to nothing (rather not change weapon type to arrow either) as having the power of the towers increasing from one size to the next is nice, just seems to be a bit to large of on increase from one to the next.
Re: Removing machinegun siege towers
not descr_engines, but descr_walls. That file is self-explanatory, you'll see.
Re: Removing machinegun siege towers
Quote:
Originally Posted by magnum
What would need to be changed in the descr_engines.txt file to remove the siege tower 'machinvegun' effect? I've tried changing some of the values but nothing seems to make a difference. I'd prefer not to set damage to nothing (rather not change weapon type to arrow either) as having the power of the towers increasing from one size to the next is nice, just seems to be a bit to large of on increase from one to the next.
Changing the damage doesn't make a difference? You could change the fire rate, maybe (fire_interval). You could also reduce the number of arrow_generators altogether.
Quote:
Originally Posted by dsyrow1
not descr_engines, but descr_walls.
Wha? Siege tower data is in descr_walls?
Re: Removing machinegun siege towers
Quote:
Originally Posted by Simetrical
Changing the damage doesn't make a difference? You could change the fire rate, maybe (fire_interval). You could also reduce the number of arrow_generators altogether.
Wha? Siege tower data is in descr_walls?
Appears that way.
Re: Removing machinegun siege towers
I know I've removed firing capabilities from towers altogether by removing the arrow_generators from towers in descr_engines.txt. That doesn't work for you, or is it split up between the files?
Re: Removing machinegun siege towers
Data is descr_walls.txt. For BI.
Code:
}
tower_straight
{
wooden_tall_wall_watchtower
reload_ticks_arrow 5
reload_ticks_ballista 10
}
Could this be the reload?!
Is it possible to make double gates, although it says: "No double gates, please"
Re: Removing machinegun siege towers
Yea, just change the number to -1, and they'd fire once in game and never again.
Try making it 1 for hilarity: machine gun arrows!!
Re: Removing machinegun siege towers
Quote:
Originally Posted by wlesmana
Yea, just change the number to -1, and they'd fire once in game and never again.
Try making it 1 for hilarity: machine gun arrows!!
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Negative. -1 doesn't seem to differ from 1.
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Re: Removing machinegun siege towers
Are you modding 1.3 or BI?
Re: Removing machinegun siege towers
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Tried with 1.3, not yet BI.
I'm looking for a solution (or solutions if any) for both though. Any way to stop towers from firing at all?
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Re: Removing machinegun siege towers
you could always change its ranged attack to 0 in export_descr_unit
Re: Removing machinegun siege towers
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Thanks. Will try and see now...
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Re: Removing machinegun siege towers
Quote:
Originally Posted by GrimSta
you could always change its ranged attack to 0 in export_descr_unit
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Unfortunately, in 1.3's exprt_descr_unit file there's no single mention of any tower (siege or wall).
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Re: Removing machinegun siege towers
Quote:
Originally Posted by Mouzafphaerre
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Unfortunately, in 1.3's exprt_descr_unit file there's no single mention of any tower (siege or wall).
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No, but the range is set in the engines file. As well as attack, etc.
Re: Removing machinegun siege towers
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Yes, thanks. Was trying to have some sleep (sick today) but couldn't before finding a way or being sure there isn't any. ~D So, my next target is -again- the engines file. :computer:
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Re: Removing machinegun siege towers
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GAH! The engines file has nothing to do with wall towers. But I already knew that, oh well... ~:mecry:
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Re: Removing machinegun siege towers
Quote:
Originally Posted by Mouzafphaerre
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GAH! The engines file has nothing to do with wall towers. But I already knew that, oh well... ~:mecry:
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Correct. The walls themselves appear to be hard coded. I remember seeing some comment notations about something related to the wall tower fire rate in the projectiles or units files (or other?). Think it had something to do with resetting the number of engines in siege units. Might have been a CA comment online though. From it I had the impression that it was hardcoded.
Afterall, aren't the arrow/javelin/sling/ballista/onager fire rates hard coded already? I am thinking that the siege engine fire interval is the only example of the game going around the projectile fire rate hard coding (and making it modable.)
Re: Removing machinegun siege towers
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Actually their fire rate seems to be adjustable in the walls file. But the maximum usable number is the question here.
Quote:
Originally Posted by Shigawire
Ticks you say? in the world of 3d animation, 1000 ticks equal 1 second.
So, even if we set it to 1,000,000 ticks, assuming the engine will accept it, we will only get a delay of ten seconds.
So, even if we set it to 1,000,000 ticks, assuming the engine will accept it, we will only get a delay of 1,000 seconds (~=17 minutes).
Well, you're right. They are hardcoded. :ballchain:
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Re: Removing machinegun siege towers
Hey what's with the mathematics Mouza? ~:eek:
Isn't 1`000`000 ticks x 0.001 seconds = 1`000 seconds? Which is 17 minutes?
Re: Removing machinegun siege towers
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GAH! :gah2: I'm pwned. :wacko:
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