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Thread: removing boiling oil

  1. #1
    Member Member Gaiseric's Avatar
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    Default removing boiling oil

    Does anyone know how to remove the boiling oil feature? Please help, I'm about to put this game back on the shelf.

  2. #2

    Default Re: removing boiling oil

    What boiling oil feature???
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  3. #3
    The Rabbit Nibbler Member Korlon's Avatar
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    Default Re: removing boiling oil

    I thought there wasn't a boiling oil feature in vanilla.
    Last edited by Korlon; 04-20-2008 at 04:26.
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  4. #4

    Default Re: removing boiling oil

    There isn't.

  5. #5
    Makedonios Ksanthopoulos Member Privateerkev's Avatar
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    Default Re: removing boiling oil

    maybe he is talking about Kingdoms where there is boiling oil.

    It's pretty nasty. You learn to put one or two units you don't care about in the gate first. And never move your generals in until you take over the gateway.


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  6. #6
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: removing boiling oil

    I imagine the coding is the same as RTW as for when it triggers, either run light cav through, they should avoid it if units are small enough, or sent a disposable unit, then run.
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  7. #7
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: removing boiling oil

    I imagine it will be in descr_walls or descr_projectile
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  8. #8

    Default Re: removing boiling oil

    To be honest, there really isn't much punishment for rams in regular MTW2. I was kinda surprised it was omitted. They even showed holes above the gates where it should have been.

  9. #9
    Member Member Gaiseric's Avatar
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    Default Re: removing boiling oil

    Thanks, I'm not sure what to modify in descr_walls, descr_buildings, or descr_projectiles. Renaming or deleting the boiling_oil.txt will remove the animation but your units will still die as they enter the gate.

    The main reason I wan't to remove this feature is so that the AI will have a better chance at taking over my cities. All it does now is create a mass rout when the AI enters through the gates. I could defend against a full stack with very few troops. I'd rather have the fighting be tooth and nail and offer somewhat of a challange.


    I've searched the shogun forums, the guild, and twcenter, but nobody seems to know how to remove the boiling oil feature. I suppose that I can try to live with it, but if anybody knows how to remove this feature could you please enlighten me. Thanks

  10. #10
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: removing boiling oil

    If you can post the code from the walls file at least I can have a look.
    Want gunpowder, mongols, and timurids to appear when YOU do?
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  11. #11

    Default Re: removing boiling oil

    Boiling oil must cause some huge morale hit, because the Mongols don't seem to be bothered by it much at all. (Boiling Oil is in Retrofit and the other larger mods.)

  12. #12
    Member Member Gaiseric's Avatar
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    Default Re: removing boiling oil

    Sorry this is an old thread.

    I did put my game on the shelf for a while but I am playing MTW2 again because it's probably one of the best games I own.


    Back to boiling oil. Faction Heir, I'll try to copy and paste some files for you to see if you can find what needs to be altered. These files are from the Stainless Steel Mod which uses boiling oil from the kingdoms expansion. If you can tell me what needs to be changed, I can fix it in my other mods as well.

    This is from descr_boiling _oil.txt (If I delete this file it takes away the boiling oil animation but units will still take damage when rushing through gates)

    Spoiler Alert, click show to read: 
    effect boiling_oil
    {
    type particle
    {
    texture battlefield/fire/oil_4.tga

    size_range 4.0, 0.2
    initial_size 0.2, 0.5
    age_range 2.0, 2.0
    grow_range 2, 2
    colour 150,150, 150
    alpha_max 120 ; maximum alpha value
    batched
    sort_bias 0
    fade_time 0.5
    system_radius 20
    max_particles 2500
    blend_type standard
    vel_range -3.5 , -0.0
    spin_rate -0.01, 0.01
    acceleration 0,-20.0,0
    random_emit_radius 0.1, 0.1
    offset_from_surface 0,10,0

    keyframe_colour
    {
    0.0, 0, 255, 255, 255
    0.1, 200, 255, 255, 255
    2.0, 0, 255, 255, 255
    4.0, 0, 255, 255, 255
    }


    emitter time
    {
    density 100 ; how many particles per second
    offset_from_surface 0,0,0 ; offset from surface to emit from

    emitter_falloff_dist 500 ; distance in meters to reduce emission over
    emitter_falloff_bias 0.6 ;
    }
    clr_adjust_by_ambient_intensity
    }
    }

    effect boiling_oil_width
    {
    type particle
    {
    texture battlefield/fire/Oil_3.tga

    size_range 3.0, 0.2
    initial_size 0.2, 1.0
    age_range 1.5, 1.5
    grow_range 2, 2
    colour 150,150, 150
    alpha_max 150 ; maximum alpha value
    batched
    sort_bias -0.5
    fade_time 1.0
    system_radius 20
    max_particles 2500
    blend_type standard
    vel_range -0, -0
    spin_rate -0.01, 0.01
    acceleration 0,-8.0,0
    random_emit_radius 0.2, 0.2

    keyframe_colour
    {
    0.0, 0, 255, 255, 255
    0.1, 200, 255, 255, 255
    0.5, 200, 255, 255, 255
    1.2, 0, 255, 255, 255
    }

    emitter time
    {
    density 100 ; how many particles per second
    offset_from_surface 0,0,0 ; offset from surface to emit from

    emitter_falloff_dist 500 ; distance in meters to reduce emission over
    emitter_falloff_bias 0.6 ;
    }
    clr_adjust_by_ambient_intensity
    }
    }

    effect boiling_oil_rising_smoke
    {
    type particle
    {
    texture battlefield/fire/oil_1.tga

    size_range 3.0, 0.2
    initial_size 1.5, 3.0
    age_range 1.3, 3.0
    grow_range 3, 3
    alpha_max 100 ; maximum alpha value
    batched
    sort_bias -1
    fade_time 1.0
    system_radius 20
    max_particles 2500
    blend_type additive
    vel_range -1.0,-8.0
    spin_rate -0.01, 0.01
    acceleration 0,1.0,-1
    random_emit_radius 0.0, 0.0
    offset_from_surface 0,-20,0 ; offset from surface to emit from
    wind_modifier 7

    keyframe_colour
    {
    0.0, 0, 255, 255, 255
    0.1, 40, 255, 255, 255
    2.0, 40, 255, 255, 255
    3.0, 0, 255, 255, 255
    }

    emitter time
    {
    density 30 ; how many particles per second
    offset_from_surface 0,-20,0 ; offset from surface to emit from

    emitter_falloff_dist 500 ; distance in meters to reduce emission over
    emitter_falloff_bias 0.6 ;
    }
    clr_adjust_by_ambient_intensity
    }
    }



    effect boiling_oil_rising_smoke_ground
    {
    type particle
    {
    texture battlefield/fire/oil_1.tga

    size_range 4.0, 1.2
    initial_size 1.2, 4.0
    age_range 1.3, 6.0
    grow_range 1, 3
    alpha_max 100 ; maximum alpha value
    batched
    sort_bias -1
    fade_time 1.0
    system_radius 20
    max_particles 2500
    blend_type additive
    vel_range 0.4,0.0
    spin_rate -0.01, 0.01
    acceleration 0,0.1,0
    random_emit_radius 3.0, 3.0
    wind_modifier 7

    keyframe_colour
    {
    0.0, 0, 150, 150, 150
    0.1, 100, 150, 150, 150
    2.0, 100, 150, 150, 150
    4.0, 0, 150, 150, 150
    }

    emitter hemisphere
    {
    density 25 ; how many particles per second
    min_angle 0 ; minimum angle up from horizontal to emit in
    max_angle 15 ; maximum angle up from horizontal to emit in
    shrink_factor 0.5
    }

    clr_adjust_by_ambient_intensity
    }
    }

    effect boiling_oil_splash
    {
    type particle
    {
    texture battlefield/fire/Oil_spray.tga

    size_range 3.0, 0.2
    initial_size 2.5, 2.0
    age_range 0.5, 2.0
    grow_range 2, 2
    colour 150,150, 150
    alpha_max 255 ; maximum alpha value
    batched
    sort_bias 0
    fade_time 1.0
    system_radius 20
    max_particles 2500
    blend_type standard
    vel_range 5.5, 3.3
    spin_rate -0.01, 0.01
    acceleration 0,-5.8,0
    offset 0,0,-1
    random_emit_radius 0.0, 0.5

    keyframe_colour
    {
    0.0, 0, 200, 200, 200
    0.1, 255, 200, 200, 200
    1.0, 255, 200, 200, 200
    2.0, 0, 200, 200, 200
    }

    emitter hemisphere
    {
    density 50 ; how many particles per second
    min_angle 80 ; minimum angle up from horizontal to emit in
    max_angle 90 ; maximum angle up from horizontal to emit in
    shrink_factor 0.5
    }
    clr_adjust_by_ambient_intensity
    }
    }

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    effect_set boiling_oil_set
    {
    play_time 2.5
    lod 1000
    {
    boiling_oil_rising_smoke
    boiling_oil_width
    boiling_oil
    boiling_oil_sound
    }
    }

    effect_set boiling_oil_ground_impact_set
    {
    play_time 2
    lod 1000
    {
    boiling_oil_rising_smoke_ground
    boiling_oil_splash
    }
    }


    This is from export_descr_buildings.txt (city and castle walls)

    Spoiler Alert, click show to read: 
    ;SS 5.0
    ;This file is generated from a spreadsheet
    ;Please do not modify by hand




    hidden_resources and hidden_resource Constable Iqta Firethrower Khassaki Mongol_Heavy_Archers Mongol_Heavy_Lancers sparta rome briton america atlantic explorers_guild swordsmiths_guild woodsmens_guild teutonic_knights_chapter_house templars_chapter_house knights_of_santiago_chapter_house crusade jihad arguin horde_target no_pirates no_brigands

    building core_building
    {
    convert_to core_castle_building
    levels wooden_pallisade wooden_wall stone_wall large_stone_wall huge_stone_wall
    {
    wooden_pallisade city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    wall_level 0
    tower_level 1
    free_upkeep bonus 2
    happiness_bonus bonus 1
    recruitment_slots 1
    }
    material wooden
    construction 3
    cost 800
    settlement_min village
    upgrades
    {
    wooden_wall
    }
    }
    wooden_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 2
    capability
    {
    recruit_pool "Conquistadores" 1 0.4 3 0 requires factions { spain, portugal, } and hidden_resource america
    recruit_pool "Dismounted Conquistadores" 1 0.4 3 0 requires factions { spain, portugal, } and hidden_resource america
    wall_level 1
    gate_strength 2
    tower_level 1
    free_upkeep bonus 3
    happiness_bonus bonus 1
    recruitment_slots 2
    }
    material wooden
    construction 3
    cost 1500
    settlement_min town
    upgrades
    {
    stone_wall
    }
    }
    stone_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    recruit_pool "Conquistadores" 1 0.5 4 0 requires factions { spain, portugal, } and hidden_resource america
    recruit_pool "Papal Guard" 1 0.5 4 0 requires factions { papal_states, }
    recruit_pool "Dismounted Conquistadores" 1 0.5 4 0 requires factions { spain, portugal, } and hidden_resource america
    recruit_pool "Aztec Spearmen" 1 0.7 6 0 requires factions { aztecs, }
    recruit_pool "Aztec Archers" 1 0.7 6 0 requires factions { aztecs, }
    recruit_pool "Aztec Spear Throwers" 1 0.5 4 0 requires factions { aztecs, }
    recruit_pool "Aztec Warriors" 1 0.7 6 0 requires factions { aztecs, }
    recruit_pool "Jaguar Warriors" 1 0.5 4 0 requires factions { aztecs, }
    recruit_pool "Eagle Warriors" 1 0.5 4 0 requires factions { aztecs, }
    recruit_pool "Cuahchiqueh" 1 0.4 3 0 requires factions { aztecs, }
    recruit_pool "Coyote Priests" 1 0.4 3 0 requires factions { aztecs, }
    recruit_pool "Arrow Warriors" 1 0.4 3 0 requires factions { aztecs, }
    recruit_pool "Aztec Bodyguard" 1 0.25 1 0 requires factions { aztecs, }
    wall_level 2
    tower_level 1
    gate_strength 3
    free_upkeep bonus 4
    happiness_bonus bonus 1
    recruitment_slots 3
    }
    material stone
    construction 4
    cost 3000
    settlement_min large_town
    upgrades
    {
    large_stone_wall
    }
    }
    large_stone_wall city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    recruit_pool "Conquistadores" 1 0.5 4 0 requires factions { spain, portugal, } and hidden_resource america
    recruit_pool "Dismounted Conquistadores" 1 0.5 4 0 requires factions { spain, portugal, } and hidden_resource america
    recruit_pool "Swiss Guard" 1 0.5 4 0 requires factions { papal_states, }
    recruit_pool "Aztec Spearmen" 1 0.7 6 0 requires factions { aztecs, }
    recruit_pool "Aztec Archers" 1 0.7 6 0 requires factions { aztecs, }
    recruit_pool "Aztec Spear Throwers" 1 0.5 4 0 requires factions { aztecs, }
    recruit_pool "Aztec Warriors" 1 0.7 6 0 requires factions { aztecs, }
    recruit_pool "Jaguar Warriors" 1 0.5 4 0 requires factions { aztecs, }
    recruit_pool "Eagle Warriors" 1 0.5 4 0 requires factions { aztecs, }
    recruit_pool "Cuahchiqueh" 1 0.4 3 0 requires factions { aztecs, }
    recruit_pool "Coyote Priests" 1 0.4 3 0 requires factions { aztecs, }
    recruit_pool "Arrow Warriors" 1 0.4 3 0 requires factions { aztecs, }
    recruit_pool "Aztec Bodyguard" 1 0.25 1 0 requires factions { aztecs, }
    wall_level 3
    tower_level 1
    gate_strength 4
    free_upkeep bonus 5
    happiness_bonus bonus 2
    recruitment_slots 4
    }
    material stone
    construction 5
    cost 6000
    settlement_min city
    upgrades
    {
    huge_stone_wall
    }
    }
    huge_stone_wall city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    recruit_pool "Conquistadores" 1 0.5 5 0 requires factions { spain, portugal, } and hidden_resource america
    recruit_pool "Dismounted Conquistadores" 1 0.7 5 0 requires factions { spain, portugal, } and hidden_resource america
    recruit_pool "Swiss Guard" 1 0.5 5 0 requires factions { papal_states, }
    recruit_pool "Aztec Spearmen" 1 0.7 6 0 requires factions { aztecs, }
    recruit_pool "Aztec Archers" 1 0.7 6 0 requires factions { aztecs, }
    recruit_pool "Aztec Spear Throwers" 1 0.5 4 0 requires factions { aztecs, }
    recruit_pool "Aztec Warriors" 1 0.7 6 0 requires factions { aztecs, }
    recruit_pool "Jaguar Warriors" 1 0.5 4 0 requires factions { aztecs, }
    recruit_pool "Eagle Warriors" 1 0.5 4 0 requires factions { aztecs, }
    recruit_pool "Cuahchiqueh" 1 0.4 3 0 requires factions { aztecs, }
    recruit_pool "Coyote Priests" 1 0.4 3 0 requires factions { aztecs, }
    recruit_pool "Arrow Warriors" 1 0.4 3 0 requires factions { aztecs, }
    recruit_pool "Aztec Bodyguard" 1 0.34 1 0 requires factions { aztecs, }
    wall_level 4
    tower_level 1
    gate_strength 5
    free_upkeep bonus 6
    happiness_bonus bonus 3
    recruitment_slots 5
    }
    material stone
    construction 6
    cost 12000
    settlement_min large_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }
    building core_castle_building
    {
    convert_to core_building
    levels motte_and_bailey wooden_castle castle fortress citadel
    {
    motte_and_bailey castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    capability
    {
    wall_level 0
    tower_level 1
    law_bonus bonus 1
    recruitment_slots 1
    }
    material wooden
    construction 3
    cost 800
    settlement_min village
    upgrades
    {
    wooden_castle
    }
    }
    wooden_castle castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    wall_level 1
    tower_level 1
    gate_strength 2
    law_bonus bonus 2
    recruitment_slots 2
    }
    material wooden
    construction 3
    cost 1500
    settlement_min village
    upgrades
    {
    castle
    }
    }
    castle castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    wall_level 2
    tower_level 1
    gate_strength 3
    free_upkeep bonus 1
    law_bonus bonus 3
    recruitment_slots 3
    }
    material stone
    construction 4
    cost 3000
    settlement_min town
    upgrades
    {
    fortress
    }
    }
    fortress castle requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 2
    capability
    {
    wall_level 3
    tower_level 1
    gate_strength 4
    free_upkeep bonus 1
    law_bonus bonus 4
    recruitment_slots 4
    }
    material stone
    construction 5
    cost 6000
    settlement_min large_town
    upgrades
    {
    citadel
    }
    }
    citadel castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 2
    capability
    {
    wall_level 4
    tower_level 1
    gate_strength 5
    free_upkeep bonus 2
    law_bonus bonus 5
    recruitment_slots 5
    }
    material stone
    construction 6
    cost 12000
    settlement_min city
    upgrades


    This is from descr_walls.txt (I know how to turn off tower arrows but not boiling oil effect)

    Spoiler Alert, click show to read: 
    ;
    ; Gates: model plus left and right gate models, offsets and sizes.
    ; Assumed the gates face outward along Z.
    ; NO double gates, please.
    ; Using none anywhere here means the items are simply ignored.
    ;
    ; Gate types: wooden; reinforced; iron.
    ; Short gate - wooden only
    ; Medium gate - all three
    ; Huge gate - all three
    ;
    ; Valid sounds are: none, knife, sword, spear, axe, mace, club, arrow_tower and ballista_tower
    ;

    gates
    {
    gate short_wooden
    {
    full_health 250
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }

    gate medium_wooden
    {
    full_health 300
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    gate huge_wooden
    {
    full_health 350
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }

    gate medium_reinforced
    {
    full_health 400
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }

    gate huge_reinforced
    {
    full_health 400
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    gate medium_iron
    {
    full_health 450
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }

    gate huge_iron
    {
    full_health 500
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }

    }

    ; SHORT WOODEN WALLS
    wall
    {
    level 0
    siege_tower_size too_small

    wall
    {
    full_health 250
    battle_stats flammability_medium impact_damage_high
    localised_name wall
    }

    gateway
    {
    full_health 200
    battle_stats flammability_medium impact_damage_high
    localised_name gateway
    projectile_impacts_all_hit_gate
    short_wooden ; Just one type allowed!
    }
    tower
    {
    full_health 200
    control_area_radius 30
    manned 1
    battle_stats flammability_medium impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 8, 0, arrow, 100, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 100

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 5000 3250
    fire_rate normal 4500 3250
    fire_rate large 4000 3250
    fire_rate huge 3500 3250
    }
    }
    }

    ; TALL WOODEN WALLS
    wall
    {
    level 1
    siege_tower_size small

    wall
    {
    full_health 500
    battle_stats flammability_medium impact_damage_high
    localised_name wall
    }

    gateway
    {
    full_health 400
    battle_stats flammability_medium impact_damage_high
    localised_name gateway
    projectile_impacts_all_hit_gate
    medium_wooden
    medium_reinforced
    medium_iron
    }
    tower
    {
    full_health 400
    control_area_radius 30
    manned 1
    battle_stats flammability_medium impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 8, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 100

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 5000 3250
    fire_rate normal 4500 3250
    fire_rate large 4000 3250
    fire_rate huge 3500 3250
    }
    }
    }

    ; SMALL STONE/TOWN WALLS
    wall
    {
    level 2
    siege_tower_size small

    wall
    {
    full_health 1500
    battle_stats flammability_none impact_damage_high
    localised_name wall
    }
    gateway
    {
    full_health 800
    battle_stats flammability_none impact_damage_high
    localised_name gateway
    medium_wooden
    medium_reinforced
    medium_iron
    }
    tower
    {
    full_health 800
    control_area_radius 30
    manned 1
    battle_stats flammability_none impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 8, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 100

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 5000 3250
    fire_rate normal 4500 3250
    fire_rate large 4000 3250
    fire_rate huge 3500 3250
    }

    level
    {
    stat 40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
    stat_attr no
    shot_sfx TOWER_BALLISTA_FIRING
    fire_angle 70

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 15000 6500
    fire_rate normal 14000 6500
    fire_rate large 13000 6500
    fire_rate huge 12000 6500
    }
    }
    gatehouse
    {
    full_health 1000
    control_area_radius 10
    manned 1
    battle_stats flammability_none impact_damage_high
    localised_name gatehouse

    missile_level
    {
    stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    shot_gfx
    fire_angle 90

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 1500 1500
    fire_rate normal 1250 1500
    fire_rate large 1250 1500
    fire_rate huge 1250 1500
    }

    oil_level
    {
    stat 1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    shot_gfx boiling_oil_set
    fire_angle 90
    slot_yaw -135 135
    slot_pitch -95 -70

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 32500 31000
    fire_rate normal 32500 31000
    fire_rate large 32500 31000
    fire_rate huge 32500 31000
    }
    }
    }


    wall
    {
    level 3
    siege_tower_size medium

    wall
    {
    full_health 2500
    battle_stats flammability_none impact_damage_high
    localised_name wall
    }
    gateway
    {
    full_health 1500
    battle_stats flammability_none impact_damage_high
    localised_name gateway
    medium_wooden
    medium_reinforced
    medium_iron
    }
    tower
    {
    full_health 1200
    control_area_radius 30
    manned 1
    battle_stats flammability_none impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 8, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 100

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 5000 3250
    fire_rate normal 4500 3250
    fire_rate large 4000 3250
    fire_rate huge 3500 3250
    }

    level
    {
    stat 40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
    stat_attr no
    shot_sfx TOWER_BALLISTA_FIRING
    fire_angle 70

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 15000 6500
    fire_rate normal 14000 6500
    fire_rate large 13000 6500
    fire_rate huge 12000 6500
    }

    level
    {
    stat 40, 0, bombard_shot, 290, 10, siege_missile, artillery_gunpowder, piercing, cannon_tower, 80, 1
    stat_attr no
    shot_sfx CANNON_FIRING
    fire_angle 70

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 25000 13000
    fire_rate normal 23500 13000
    fire_rate large 22000 13000
    fire_rate huge 20500 13000
    }
    }
    gatehouse
    {
    full_health 1500
    control_area_radius 10
    manned 1
    battle_stats flammability_none impact_damage_high
    localised_name gatehouse

    missile_level
    {
    stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    shot_gfx
    fire_angle 90

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 1500 1500
    fire_rate normal 1250 1500
    fire_rate large 1250 1500
    fire_rate huge 1250 1500
    }

    oil_level
    {
    stat 1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    shot_gfx boiling_oil_set
    fire_angle 90
    slot_yaw -135 135
    slot_pitch -95 -70

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 32500 31000
    fire_rate normal 32500 31000
    fire_rate large 32500 31000
    fire_rate huge 32500 31000
    }
    }
    }

    wall
    {
    level 4
    siege_tower_size large

    wall
    {
    full_health 4000
    battle_stats flammability_none impact_damage_high
    localised_name wall
    }
    gateway
    {
    full_health 2500
    battle_stats flammability_none impact_damage_high
    localised_name gateway
    huge_wooden
    huge_reinforced
    huge_iron
    }
    tower
    {
    full_health 1200
    control_area_radius 30
    manned 1
    battle_stats flammability_none impact_damage_high
    localised_name tower

    ; as in descr_unit.txt

    level
    {
    stat 8, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 100

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 5000 3250
    fire_rate normal 4500 3250
    fire_rate large 4000 3250
    fire_rate huge 3500 3250
    }

    level
    {
    stat 40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
    stat_attr no
    shot_sfx TOWER_BALLISTA_FIRING
    fire_angle 70

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 15000 6500
    fire_rate normal 14000 6500
    fire_rate large 13000 6500
    fire_rate huge 12000 6500
    }


    level
    {
    stat 40, 0, bombard_shot, 290, 10, siege_missile, artillery_gunpowder, piercing, cannon_tower, 80, 1
    stat_attr no
    shot_sfx CANNON_FIRING
    fire_angle 70

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 25000 13000
    fire_rate normal 23500 13000
    fire_rate large 22000 13000
    fire_rate huge 20500 13000
    }
    }
    gatehouse
    {
    full_health 2000
    control_area_radius 10
    manned 1
    battle_stats flammability_none impact_damage_high
    localised_name gatehouse

    missile_level
    {
    stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    shot_gfx
    fire_angle 90

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 1500 1500
    fire_rate normal 1250 1500
    fire_rate large 1250 1500
    fire_rate huge 1250 1500
    }

    oil_level
    {
    stat 1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    shot_gfx boiling_oil_set
    fire_angle 90
    slot_yaw -135 135
    slot_pitch -95 -70

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 32500 31000
    fire_rate normal 32500 31000
    fire_rate large 32500 31000
    fire_rate huge 32500 31000
    }
    }
    }


    Again, Thanks for the Help. The removal of boiling oil will speed up my campaign and also help the AI when it besieges my settlements.

  13. #13
    Relentless Bughunter Senior Member FactionHeir's Avatar
    Join Date
    Dec 2006
    Location
    London, UK
    Posts
    8,115

    Default Re: removing boiling oil

    Looks like its only in the walls file.
    Remove all reference to oil and its related code.

    Example get rid of this:
    Code:
    oil_level
    {
    stat 1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    shot_gfx boiling_oil_set
    fire_angle 90
    slot_yaw -135 135
    slot_pitch -95 -70
    
    ; unit size reload_ms flaming_reload_ms 
    fire_rate small 32500 31000
    fire_rate normal 32500 31000
    fire_rate large 32500 31000
    fire_rate huge 32500 31000 
    }
    Last edited by FactionHeir; 05-07-2008 at 16:12.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  14. #14
    Member Member Gaiseric's Avatar
    Join Date
    Jan 2006
    Location
    USA
    Posts
    217

    Default Re: removing boiling oil

    Ok, Thanks. I'll delete that whole oil_level line and see what happens. I'll test it and post a reply to let you know if it works.

    oil_level
    {
    stat 1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    shot_gfx boiling_oil_set
    fire_angle 90
    slot_yaw -135 135
    slot_pitch -95 -70

  15. #15
    Relentless Bughunter Senior Member FactionHeir's Avatar
    Join Date
    Dec 2006
    Location
    London, UK
    Posts
    8,115

    Default Re: removing boiling oil

    You need to remove the associated fire rate for oil as well and remove the entire oil codes from all walls where you find them.

    Best is probably to search for oil using CTRL+F and deleting the associated lines, then doing the next search etc.
    Last edited by FactionHeir; 05-07-2008 at 16:31.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  16. #16
    Member Member Gaiseric's Avatar
    Join Date
    Jan 2006
    Location
    USA
    Posts
    217

    Default Re: removing boiling oil

    Ha Ha, Faction Heir you are a genius!!! I did ctrl + F to find oil_level in the descr_walls.txt. I deleted the everything under oil_level and it worked. I tested it in the campaign on a stone wall and there was no boiling oil. Hurray!!! I am pretty sure that it will work for all stone walls and castles too. Thank you very much, you have solved one of my MTW2 pet pieves.


    Delete the bold 3 times in descr_walls.txt to remove boiling oil.

    oil_level
    {
    stat 1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    shot_gfx boiling_oil_set
    fire_angle 90
    slot_yaw -135 135
    slot_pitch -95 -70

  17. #17
    Relentless Bughunter Senior Member FactionHeir's Avatar
    Join Date
    Dec 2006
    Location
    London, UK
    Posts
    8,115

    Default Re: removing boiling oil

    You might return errors in your log (that don't do much but slow performance slightly) by not deleting the lines I pointed to as well, but as long as you are happy...

    Actually, you can delete the gatehouse hp as well if you want as that structure was only added for the burning oil and without it doesn't do anything besides make it more difficult for you to aim.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

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