hmm, oh well keep looking at the wall stuff - there are stats for the walls and you can change which wall models are used when, see descr_walls.txt
as for getting seige engine to look like something else, only thing I found to do that was for a single looking unit only. Have a one engine, siege engine unit, use any cas you like for the engine model but make sure it has an invisible texture, problem with that if its anything big you still see the engines shadow, you can use
so that the engine and shadow is just very small stone bobbing around somewhere....engine_model_group normal
engine_skeleton onager
engine_collision data/models_missile/sling_stone.CAS
engine_model data/models_missile/sling_stone.CAS, 40.0
Assign the thing you want to look like the fireball thrower as an officer for the siege engine. Give the siege engine an invisible crew (invisible alpha'd out textures.) Move the firing point of the engine so it looks like fireball is coming from officer position.
Remaining problems, probably still can't move through woods, and probably still slow on campaign map, also if the visible officer unit dies before rest of invisible crew you get some fairly strange effects.
Dol Guldur was trying to get a fireball throwing giant for his Balor unit in GAFM which was where I ended up discussing above ideas. Have a look around the files for that and see what he used in the end.
As I've mentioned his name now he might turn up and give some advice too
*cough* DG....
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