Let's hope there is a way to solve the problem.Originally Posted by JeromeGrasdyke
Thank you kindly for your concern...![]()
Let's hope there is a way to solve the problem.Originally Posted by JeromeGrasdyke
Thank you kindly for your concern...![]()
Last edited by Aymar de Bois Mauri; 02-16-2005 at 12:04.
So, having tested it with the current code ... it works fine. What I did in detail: I added valid secondary weapon stats to the Triarii by copying and pasting the ones from the Legionary Cohort, and gave the Triarii model in descr_model_battle.txt a second skeleton of fs_swordsman.
There were some problems running with shadows, which I assume to be a temporary thing due to current Work In Progress (so had to turn them off), and then fought a couple of custom battles, one with the Triarii and one against. Both worked without any problems, although the AI choose to fight with the inferior primary weapon.
So, in essence it should work fine. If someone could replicate that with a vanilla 1.2 build, and if it crashes test without shadows, and post up the results that would be good. It is just remotely possible (though unlikely) that there was a crash but that it was fixed sometime between the release of 1.2 and now.
Correction: this was bs - "note that there is an aditional param which is not explicitly zero'ed in the standard blank secondary data" - my eyes playing tricks on me ;)
Last edited by JeromeGrasdyke; 02-16-2005 at 16:58.
"All our words are but crumbs that fall down from the feast of the mind."
-- from 'The Prophet' by Kahlil Gibran
First off..thanks for your committing....![]()
second,can you be more specific about this?
Also as I see it now,unless we turn off shadows,this is not going to work is it?(note that there is an aditional param which is not explicitly zero'ed in the standard blank secondary data
Are these same issues for both patches?
I mean same thing with 1.1 and 1.2,or do they behave differently?
Thanks a lot....![]()
Il dado è tratto....
And I'd like to know more about this:
Originally Posted by JeromeGrasdyke
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Jerome,
What is the parameter that should be adjusted? I tried what you suggested, but it CTD's and takes DX9 out of action in the process (requiring a reboot to run RTW again.)
The unit starts to melee with swords, it switched to them as it charged then got in about two or three strokes, then CTD with an invalid page fault. This happened both with and without any shadows enabled. So I must be missing some part or 1.2 exe can't handle it. Here are the stats I tried. I set the final timing value = 1 for both of them instead of the default 0.73 for the primary.
stat_pri 7, 7, no, 0, 0, melee, simple, piercing, spear, 25 ,1
stat_pri_attr no
stat_sec 9, 4, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
Added the fs_swordsman to descr_model_battle.txt of course.
Hope this helps.
Rome Total War, it's not a game, it's a do-it-yourself project.
It seems that you guys have messed up when adding lines. I did a quick test with greek pikemen;
- I first edited out the the long_pike attribute. The game ran fine and I saw pikemen using their secondary weapons automatically and when alt-clicking.
- I then edited out the phalanx formation and again the game ran fine.
Since so many experienced modders have problems with it (), my advise is to just copy everything related to greek pikemen and then edit out the long_pike and phalanx values. You then have an unit with spears and a sword as secondary weapon.
Or am I making a fool out of myself and overlooking something?
Red Harvest
You forgot the spear attribute in primary weapon attributes.
My greek pikemen attributes were:
formation 1, 1, 2, 2, 8, square
stat_health 1, 0
stat_pri 8, 6, no, 0, 0, melee, blade, piercing, spear, 25 ,1
stat_pri_attr spear
stat_sec 5, 2, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
Last edited by Duke John; 02-17-2005 at 07:36.
I'll have to give that a try later. I didn't use it because it is supposed to be optional according to the text in the file. That will give it a large anti cav bonus so the mount effects should probably be eliminated to avoid "double dipping" I tested this sans secondary weapon a week or two ago and decided that triarii should not get the "spear" attribute and a mount effect at the same time.
Rome Total War, it's not a game, it's a do-it-yourself project.
If you do not give the unit the spear attribute then the engine might CTD because it cannot decide which weapon to use. They are both equal in attributes and that might the only thing it looks for.
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