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  1. #1
    Wandering Metsuke Senior Member Zim's Avatar
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    Default Re: Setting stuff on fire

    It seems random enough to appear random, but I've never had every engine burnt down, nor every one unscathed assuming at least stone walls and a couple archer units.
    Last edited by Zim; 01-24-2010 at 13:55.
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  2. #2
    The Rhetorician Member Skullheadhq's Avatar
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    Default Re: Setting stuff on fire

    I think it's completely random, sometimes they burn at the first volley, and sometimes they won't burn with 20 archer units shooting on it constantly
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  3. #3
    Wandering Metsuke Senior Member Zim's Avatar
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    Default Re: Setting stuff on fire

    I think difficulty has some effect. When My wife gave the game a try it was much easier. On my VH difficulty...much harder.

    Quote Originally Posted by Skullheadhq View Post
    I think it's completely random, sometimes they burn at the first volley, and sometimes they won't burn with 20 archer units shooting on it constantly
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  4. #4
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: Setting stuff on fire

    It is based on a percent chance from the descr_engines text. There is a catergory "engine_ignition" which can be modified.

    I've edited the values to make towers burn much eaiser since I removed the "machine gun" defensive towers. I left the value the same for the ram though, because it is covered in hide, and they still have to deal with the boiling oil if they go through the gate anyway.
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  5. #5
    Unoffical PBM recruiter person Member /Bean\'s Avatar
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    Default Re: Setting stuff on fire

    How do you edit the tower fire rate?
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  6. #6
    RABO! Member Brave Brave Sir Robin's Avatar
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    Default Re: Setting stuff on fire

    Quote Originally Posted by /Bean\ View Post
    How do you edit the tower fire rate?
    Its not that hard to mod this. Even someone as ignorant as me can fix it.

    Go into your EB folder, and search for a file named descr_engines. Look for medium tower (tower for large stone walls which are the largest you can get in EB) and look for two parts of the description. At the top, change the projectile from scorpion to arrow, then scroll down a bit. You'll see this...

    attack_stat 12, 2, scorpion, 120, 30, siege_missile, siege, piercing
    attack_stat_attr ap, bp, launching

    Replace that with this....

    attack_stat 8, 2, arrow, 100, 100, missile, archery, piercing
    attack_stat_attr ap


    Now you should have large towers that are not intensely deadly but will still pick off a few wall defenders on their way.

    You can also mod the frequency of the firing but I didn't want to mess with that. That should be near the bottom of the siege tower entry. Also near the bottom should be ignition rate.
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  7. #7
    Unoffical PBM recruiter person Member /Bean\'s Avatar
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    Default Re: Setting stuff on fire

    Cheers for that. This will mean I'll lose more cities, because everyone at some point relies on your own towers hitting the attackers once inside the walls. It will make campaigns far more interesting.
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  8. #8

    Default Re: Setting stuff on fire

    Quote Originally Posted by Brave Brave Sir Robin View Post
    Its not that hard to mod this. Even someone as ignorant as me can fix it.

    Go into your EB folder, and search for a file named descr_engines. Look for medium tower (tower for large stone walls which are the largest you can get in EB) and look for two parts of the description. At the top, change the projectile from scorpion to arrow, then scroll down a bit. You'll see this...

    attack_stat 12, 2, scorpion, 120, 30, siege_missile, siege, piercing
    attack_stat_attr ap, bp, launching

    Replace that with this....

    attack_stat 8, 2, arrow, 100, 100, missile, archery, piercing
    attack_stat_attr ap


    Now you should have large towers that are not intensely deadly but will still pick off a few wall defenders on their way.

    You can also mod the frequency of the firing but I didn't want to mess with that. That should be near the bottom of the siege tower entry. Also near the bottom should be ignition rate.
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  9. #9
    Vicious Celt Warlord Member Celtic_Punk's Avatar
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    Default Re: Setting stuff on fire

    Quote Originally Posted by fallen851 View Post
    It is based on a percent chance from the descr_engines text. There is a catergory "engine_ignition" which can be modified.

    I've edited the values to make towers burn much eaiser since I removed the "machine gun" defensive towers. I left the value the same for the ram though, because it is covered in hide, and they still have to deal with the boiling oil if they go through the gate anyway.
    Machinegun? picture several archers inside said tower, taking turns moving to the arrow slot and firing, then moving to allow his comrade to fire.
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  10. #10
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Setting stuff on fire

    It should be massive amounts of small arrow projectors and archers isntead of 2 wall destroying super ballistas.
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  11. #11
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  12. #12
    Member Member Macilrille's Avatar
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    Default Re: Setting stuff on fire

    Quote Originally Posted by Skullheadhq View Post
    I think it's completely random, sometimes they burn at the first volley, and sometimes they won't burn with 20 archer units shooting on it constantly
    Sounds like my siegedefences ;-)
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  13. #13

    Default Re: Setting stuff on fire

    In my Baktra campaign I get constant Saka attacks. They usually have few infantry so only 1 or 2 rams.
    The ram that goes to the gate always starts burning at the same time here...

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