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Thread: coding for non-siege units that can attack buildings

  1. #1

    Default coding for non-siege units that can attack buildings

    Hi there.

    Further question:

    Is it possible to change the default general unit to something else other than the regular general unit with sword and etc? I.E. those default generals you get when you have a single unit of elephants as your army... In fact, can I change the default unit type of generals for all units?



    Additional question:

    Is it possible to put elephants in another faction i.e. Numidia? I copy-pasted the carthaginian armoured elephant unit entry and changed its ownership to numidia, but it only defaulted to the regular mercenary elephants in-game... what gives?

    SOLVED: I just removed numidia's faction in the faction list for merc elephants.



    I'm wondering exactly how the non-siege units have been coded to attack buildings.

    Have the game been hard-coded such that all "mounts" with a "mount attack" i.e. tusks for elephants and scythes for chariots and scorpions are able to attack buildings?

    Or is the non-siege unit building attack just limited to elephants, hard-coded?

    If it is hard-coded, if I duplicate an elephant entry and just change the model, will it be able to attack a building as well?

    This computer does not allow me to run the game, but does allow me to edit the text files, and I would love to edit text files before I go home.

    SOLVED: It looks like only the elephants are hard-coded into the game to attack gateways (not even walls! :( )


    Thanks.
    Last edited by orgo.love; 03-07-2008 at 23:25.

  2. #2

    Default Re: coding for non-siege units that can attack buildings

    After some testing, I've come to the conclusion that elephants are pretty useless when it comes to sieging... burning oil seems to kill units at one shot no matter the hp or armor... I gave an elephant 65535 hp, but zip! one shot death :(


    So. It seems like I'm doomed to just use infantry as my method of attack instead.

  3. #3

    Default Re: coding for non-siege units that can attack buildings

    You can alternatively disable boiling oil...

    How to get rid of boiling oil

    Norman Invasion - The fate of England lies in your hands...

    Viking Invasion II - Unite Britain in the best TW campaign ever!

    Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland

  4. #4

    Default Re: coding for non-siege units that can attack buildings

    :O Wow! That could work.

    THough... I'm a little hesitant towards removing something... Were the flaming oils realistic at all?


    and Another question:

    Elephants are characterized as cavalry. On the strategic map, do cavalry move faster than infantry? Does the unit speed depend on the type of cavalry-i.e. if I have horses rather than elephants, or cataphracts rather than horse archers, will there be a difference?

  5. #5

    Default Re: coding for non-siege units that can attack buildings

    Yes, cavalry move faster/further than infantry on strat-map. No, the type of mount doesn't matter, that's only for battle-map speed.

    Norman Invasion - The fate of England lies in your hands...

    Viking Invasion II - Unite Britain in the best TW campaign ever!

    Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland

  6. #6

    Default Re: coding for non-siege units that can attack buildings

    Ah! THank you so much. You are very very very very very very VERY helpful.

    I'm guessing the ultimate unit, then, is an elephant unit with the fireball hurlers as crew. This way they can move the fastest on the strat map, can siege settlements immediately, and thanks to the hurler's long range of attack, can eliminate the soldiers inside without being in range of the wall-towers and burning oil.


    I will tweak this some more :) I wonder just how big I can make the elephants into :D

    2~3 times as large as Yubtseb elephants, perhaps? XD

  7. #7

    Default Re: coding for non-siege units that can attack buildings

    After much experimentation, I've decided that 1.5*the size of normal "oliphants" are the max manageable in game. Any bigger you're welcome to try, but I tried up to 4*as big but didn't work :(

    Basically, oliphants are scaled to be 4x the size of normal elephants.

    The elephants I have edited below have been scaled to be 6x the size of the normal elephants.

    Below are some screenies for your amusement XD:








    I will now try to edit the projectile files so that the elephant-top fireball hurlers can actually hit the center square of max size Rome from outside the walls and out of range of wall towers.


    It's giving me a bit of a trouble due to "max range is greater than possible" CTDs, but I'll persevere :)

    Don't be mad if I re-use these screenshots for another post :(




    ANOTHER THING: THERE IS A LIMIT OF 15 RIDERS ON ANY MOUNT.

    perhaps an update on the "hardcoded limits" sections for descr_mounts section?

  8. #8

    Default Re: coding for non-siege units that can attack buildings

    Update:

    The unit is completed.

    All that is left is formatting it appropriately and giving good descriptions. Version 2.0 will be out tonight!

    RAIN OF FIRE IN ROME!! >:D

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