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Thread: Removing machinegun siege towers

  1. #1

    Default Removing machinegun siege towers

    What would need to be changed in the descr_engines.txt file to remove the siege tower 'machinvegun' effect? I've tried changing some of the values but nothing seems to make a difference. I'd prefer not to set damage to nothing (rather not change weapon type to arrow either) as having the power of the towers increasing from one size to the next is nice, just seems to be a bit to large of on increase from one to the next.
    Magnum

  2. #2

    Default Re: Removing machinegun siege towers

    not descr_engines, but descr_walls. That file is self-explanatory, you'll see.

  3. #3
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Removing machinegun siege towers

    Quote Originally Posted by magnum
    What would need to be changed in the descr_engines.txt file to remove the siege tower 'machinvegun' effect? I've tried changing some of the values but nothing seems to make a difference. I'd prefer not to set damage to nothing (rather not change weapon type to arrow either) as having the power of the towers increasing from one size to the next is nice, just seems to be a bit to large of on increase from one to the next.
    Changing the damage doesn't make a difference? You could change the fire rate, maybe (fire_interval). You could also reduce the number of arrow_generators altogether.
    Quote Originally Posted by dsyrow1
    not descr_engines, but descr_walls.
    Wha? Siege tower data is in descr_walls?
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    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Removing machinegun siege towers

    Quote Originally Posted by Simetrical
    Changing the damage doesn't make a difference? You could change the fire rate, maybe (fire_interval). You could also reduce the number of arrow_generators altogether.
    Wha? Siege tower data is in descr_walls?
    Appears that way.
    Rome Total War, it's not a game, it's a do-it-yourself project.

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    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Removing machinegun siege towers

    I know I've removed firing capabilities from towers altogether by removing the arrow_generators from towers in descr_engines.txt. That doesn't work for you, or is it split up between the files?
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    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Removing machinegun siege towers

    Data is descr_walls.txt. For BI.

    Code:
    	}
    	tower_straight
    	{
    		wooden_tall_wall_watchtower
    		reload_ticks_arrow 5
    		reload_ticks_ballista 10
    	}
    Could this be the reload?!

    Is it possible to make double gates, although it says: "No double gates, please"
    Last edited by edyzmedieval; 10-27-2005 at 11:08.
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    The Dark Knight Member wlesmana's Avatar
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    Default Re: Removing machinegun siege towers

    Yea, just change the number to -1, and they'd fire once in game and never again.

    Try making it 1 for hilarity: machine gun arrows!!

  8. #8
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: Removing machinegun siege towers

    Quote Originally Posted by wlesmana
    Yea, just change the number to -1, and they'd fire once in game and never again.

    Try making it 1 for hilarity: machine gun arrows!!
    .
    Negative. -1 doesn't seem to differ from 1.
    .
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    The Dark Knight Member wlesmana's Avatar
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    Default Re: Removing machinegun siege towers

    Are you modding 1.3 or BI?

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    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: Removing machinegun siege towers

    .
    Tried with 1.3, not yet BI.

    I'm looking for a solution (or solutions if any) for both though. Any way to stop towers from firing at all?
    .
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  11. #11
    nudge nudge, wink wink Member GrimSta's Avatar
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    Default Re: Removing machinegun siege towers

    you could always change its ranged attack to 0 in export_descr_unit
    "I'm right and everyone else is wrong or has taken too much LSD."

  12. #12
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: Removing machinegun siege towers

    .
    Thanks. Will try and see now...
    .
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  13. #13
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: Removing machinegun siege towers

    Quote Originally Posted by GrimSta
    you could always change its ranged attack to 0 in export_descr_unit
    .
    Unfortunately, in 1.3's exprt_descr_unit file there's no single mention of any tower (siege or wall).
    .
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  14. #14
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Removing machinegun siege towers

    Quote Originally Posted by Mouzafphaerre
    .
    Unfortunately, in 1.3's exprt_descr_unit file there's no single mention of any tower (siege or wall).
    .
    No, but the range is set in the engines file. As well as attack, etc.
    Rome Total War, it's not a game, it's a do-it-yourself project.

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    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: Removing machinegun siege towers

    .
    Yes, thanks. Was trying to have some sleep (sick today) but couldn't before finding a way or being sure there isn't any. So, my next target is -again- the engines file.
    .
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  16. #16
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: Removing machinegun siege towers

    .
    GAH! The engines file has nothing to do with wall towers. But I already knew that, oh well...
    .
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  17. #17
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Removing machinegun siege towers

    Quote Originally Posted by Mouzafphaerre
    .
    GAH! The engines file has nothing to do with wall towers. But I already knew that, oh well...
    .
    Correct. The walls themselves appear to be hard coded. I remember seeing some comment notations about something related to the wall tower fire rate in the projectiles or units files (or other?). Think it had something to do with resetting the number of engines in siege units. Might have been a CA comment online though. From it I had the impression that it was hardcoded.

    Afterall, aren't the arrow/javelin/sling/ballista/onager fire rates hard coded already? I am thinking that the siege engine fire interval is the only example of the game going around the projectile fire rate hard coding (and making it modable.)
    Rome Total War, it's not a game, it's a do-it-yourself project.

  18. #18
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: Removing machinegun siege towers

    .
    Actually their fire rate seems to be adjustable in the walls file. But the maximum usable number is the question here.
    Quote Originally Posted by Shigawire
    Ticks you say? in the world of 3d animation, 1000 ticks equal 1 second.
    So, even if we set it to 1,000,000 ticks, assuming the engine will accept it, we will only get a delay of ten seconds.

    So, even if we set it to 1,000,000 ticks, assuming the engine will accept it, we will only get a delay of 1,000 seconds (~=17 minutes).

    Well, you're right. They are hardcoded.
    .
    Last edited by Mouzafphaerre; 11-24-2005 at 05:24.
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  19. #19
    VOXIFEX MAXIMVS Member Shigawire's Avatar
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    Default Re: Removing machinegun siege towers

    Hey what's with the mathematics Mouza?

    Isn't 1`000`000 ticks x 0.001 seconds = 1`000 seconds? Which is 17 minutes?


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    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: Removing machinegun siege towers

    .
    GAH! I'm pwned.
    .
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