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  1. #1
    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."

  2. #2
    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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    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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  4. #4
    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

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    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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  6. #6
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: Removing machinegun siege towers

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    GAH! The engines file has nothing to do with wall towers. But I already knew that, oh well...
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  7. #7
    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.

  8. #8
    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.
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

    Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
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