Results 1 to 7 of 7

Thread: Siege points

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    VOXIFEX MAXIMVS Member Shigawire's Avatar
    Join Date
    Oct 2003
    Location
    Norway, Br?nn?ysund
    Posts
    2,059

    Default Siege points

    Has anyone been able to track down "Siege Points" in the RTW files?
    I'd like to know what is possible, and what isn't, with regard to modding siege points and siege-point-values of various machines and constructs. For example, making a siege tower more expensive in terms of siege points.
    And if we can reach into the siege points, is there a possibility of affecting siege points with scripting, or VnVs?

    I'm definitely not a modder type, I'm just curious about what has been found out about this. Has it been looked into at all?


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

  2. #2

    Default Re: Siege points

    Sorry to say that it looks like its hard coded. I can't find them. Did you want one unit to have three rams, two siege towers, and a set of ladders?

  3. #3
    VOXIFEX MAXIMVS Member Shigawire's Avatar
    Join Date
    Oct 2003
    Location
    Norway, Br?nn?ysund
    Posts
    2,059

    Default Re: Siege points

    No. One of the things I was looking at was to limit the availability of siege towers in general. Make them very expensive for most factions.. and making only a select few factions capable of producing them at a less extortionate rate. For example, if you're given 300 siege points before a siege, you can allocate those points to various things.

    I was also looking for ways to link this with VnVs.

    I'm not a modding type, so I have no familiarity with the files. That's why I ask.


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

  4. #4

    Default Re: Siege points

    The amount of pints is determined by the armies size and strength of its general. Also, Epic stone wall use flaming arrows against siege towers. If your on the defensive, remember that the bigger the wall the less the enemy can do. Sapping is what you should worry about.

  5. #5

    Default Re: Siege points

    Quote Originally Posted by Shigawire
    No. One of the things I was looking at was to limit the availability of siege towers in general. Make them very expensive for most factions.. and making only a select few factions capable of producing them at a less extortionate rate. For example, if you're given 300 siege points before a siege, you can allocate those points to various things.
    I've never heard anyone being able to mod the types of siege engine available by faction. In terms of VnV you want the SiegeEngineering Effect as in this example:

    Code:
    ;------------------------------------------
    Trait GoodEngineer
        Characters family
        ExcludeCultures barbarian
        NoGoingBackLevel  2 
        AntiTraits BadEngineer
        Level Engineer
            Description Engineer_desc
            EffectsDescription Engineer_effects_desc
            Threshold  1 
            Effect SiegeEngineering  20 
        Level Superior_Engineer
            Description Superior_Engineer_desc
            EffectsDescription Superior_Engineer_effects_desc
            Threshold  3 
            Effect SiegeAttack  1 
            Effect SiegeEngineering  40 
        Level Master_Engineer
            Description Master_Engineer_desc
            EffectsDescription Master_Engineer_effects_desc
            GainMessage Master_Engineer_gain_desc
            Epithet Master_Engineer_epithet_desc
            Threshold  6 
            Effect SiegeAttack  2 
            Effect SiegeEngineering  60
    Which grants more build points to an army with that general.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  6. #6
    Alienated Senior Member Member Red Harvest's Avatar
    Join Date
    Jan 2003
    Location
    Searching for the ORG's lost honor
    Posts
    4,657

    Default Re: Siege points

    I wouldn't mind making siege gear harder to build either. The AI might not do well with it. With rams and towers and ladders a lot of what is being simulated is filling in ditches in front of the wall/building earthen ramps, etc.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  7. #7
    VOXIFEX MAXIMVS Member Shigawire's Avatar
    Join Date
    Oct 2003
    Location
    Norway, Br?nn?ysund
    Posts
    2,059

    Default Re: Siege points

    Yes, Red Harvest, the absolute necessity to construct a flat "runway" for the siege tower is an often-missed aspect of siege warfare in historical games/movies.

    Also, a siege tower was in the beginning a major undertaking. To have just 1 was difficult and expensive enough.

    ER: Yeah, that's what I was looking for!

    Now all we need is to find a way to insert the "siege point" price per item. Is there anywhere to do that?


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO