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  1. #1

    Post How to fix the Siege Tower bug

    Note: this may be a modding topic of sorts, but the fix can be carried out by any forum member due to its simplicity.

    I've run some more extensive tests, and have appeared to have solved this siege tower bug.

    First of all, I tried a docking distance that was deliberately too far from the walls. The units refused to climb up the tower, they didn't even attempt to enter the tower's base.

    Then I tried several distances closer to the walls, and after a bit of trial-and-error, managed to find the ideal distance. I've tried this on numerous wall sections, and using a variety of different infantry and missile units. The result is that each unit should now climb up any wall section.

    To fix this issue yourself manually (will take you no more than 2 mins), this is what you should do:
    • Browse to and open your data folder @ C:\Program Files\Activision\Rome - Total War
    • Create a backup of descr_engines, rename as necessary
    • Open descr_engines and hit Ctrl+F to open the search tool
    • Type in middle_tower and do a search
    • You should now see a code extract that looks as below:

      Code:
      type                middle_tower
      culture                all
      class                tower
      variant                medium
      projectile            scorpion
      
      engine_model_group    normal
      engine_skeleton        middle_tower
      engine_collision    data/models_engine/Mid_Tow_mod_very_low.CAS
      engine_model        data/models_engine/Middle_tow_model.CAS,        200
      engine_model        data/models_engine/Mid_Tow_mod_med.CAS,            400
      engine_model        data/models_engine/Mid_Tow_mod_low.CAS,            800
      engine_model        data/models_engine/Mid_Tow_mod_very_low.CAS,    max
      engine_platforms    data/models_engine/Middle_tow_info.CAS
      
      engine_model_group    dying
      engine_skeleton        middle_tower_dying
      engine_model        data/models_engine/mid_tow_dying_model.CAS,        max
      engine_platforms    none
      
      engine_model_group    dead
      engine_model        data/models_engine/mid_tow_dying_dead.CAS, max
      engine_platforms    none
      
      engine_shadow        none
      
      engine_radius        8
      engine_length        14
      engine_width        11
      engine_height        36
      engine_mass            40
      engine_dock_dist    12.5
      engine_mob_dist        18
      engine_flammable    true
      engine_ignition        0.20
      fire_effect            engine_fire_middle_tower_set
      
      obstacle_shape        rectangle
      obstacle_x_radius    9
      obstacle_y_radius    9
      
      engine_spo            physical_obstacle
      
      engine_push_point    -7.00        9
      engine_push_point    -5.25        9
      engine_push_point    -3.5        9
      engine_push_point    -1.75        9
      engine_push_point     0.0        9
      engine_push_point     1.75        9
      engine_push_point     3.5        9
      engine_push_point     5.25        9
      engine_push_point     7.00        9
      
      engine_push_point    -7.00        10
      engine_push_point    -5.25        10
      engine_push_point    -3.5        10
      engine_push_point    -1.75        10
      engine_push_point     0.0        10
      engine_push_point     1.75        10
      engine_push_point     3.5        10
      engine_push_point     5.25        10
      engine_push_point     7.00        10
      
      
      engine_health        150
      ;engine_weapon        ballista
      ;engine_armour        siege tower
      
      attack_stat         12, 2, scorpion, 120, 30, siege_missile, siege, piercing
      attack_stat_attr    ap, bp, launching
      
      arrow_generator        0 35.7 4.8
      aim_dir                0.0 0.0 1.0
      aim_arc                1.0
      fire_interval        1.5
      
      arrow_generator        1 35.7 4.8
      aim_dir                0.0 0.0 1.0
      aim_arc                1.0
      fire_interval        1.5
      
      arrow_generator        2 35.7 4.8
      aim_dir                0.0 0.0 1.0
      aim_arc                1.0
      fire_interval        1.5
      
      arrow_generator        -1 35.7 4.8
      aim_dir                0.0 0.0 1.0
      aim_arc                1.0
      fire_interval        1.5
      
      arrow_generator        -2 35.7 4.8
      aim_dir                0.0 0.0 1.0
      aim_arc                1.0
      fire_interval        1.5
      
      missile_model        data/models_engine/Bolt_high.CAS,  20.0
      missile_model        data/models_engine/Bolt_high.CAS,  40.0
      missile_model        data/models_engine/Bolt_high.CAS,  max
      missile_pos            0.0 22 0.0
      missile_radius        1
      missile_height        2.5
      missile_mass        3
    • The entry you need to change is engine_dock_dist, which at present looks as below:

      Code:
      engine_dock_dist    12.5
    • Simply change the 12.5 value to a number around / between 12.1 and 12.2, your entry should now look as below:

      Code:
      engine_dock_dist    12.1
      OR

      Code:
      engine_dock_dist    12.2
      Note: these values are merely placeholders, you can probably enter more specific values to a greater number of decimal places for improved results
    • Save your changes, close the text file
    • Start-up RTW and go into custom battles
    • Make sure you play a siege assault gametype versus large stone walls to notice the changes
    I'm sure player1 has already incorporated this fix into a version of his Bug Fixer. We'd originally had a chat about this a while ago, and I'm sure he'd also found the optimum distance for these towers. I would also like to thank Severous for re-igniting my testing into this area.

    Thanks.


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  2. #2
    Senior Member Senior Member Jambo's Avatar
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    Default Re: How to fix the Siege Tower bug

    Wow, if this works then this is a superb find! I am yet to try it (haven't played Rome TW in >6 months), but presuming it does work, a massive well done to you! :)

    Edit: Not bad for a seasoned alcoholic ;)
    Last edited by Jambo; 06-28-2006 at 12:56.
    =MizuDoc Otomo=

  3. #3

    Default Re: How to fix the Siege Tower bug

    Indeed. To think what considerable amount of ranting this issue cause and that it should be so easily solved...
    I truly hope this works.

  4. #4

    Default Re: How to fix the Siege Tower bug

    Very impressive find!

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  5. #5
    Senior Member Senior Member econ21's Avatar
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    Default Re: How to fix the Siege Tower bug

    There are two threads in the RTR forum on Platinum about fixing this bug. IIRC, both proposed solutions are rather different to this one. You might want to compare notes (although I would hold off right now - I just went there and my anti-virus detected up 8 trojans, four of which could not be disinfected; the site was supposed to be safe after the attack yesterday but my anti-virus still did not like it).

    I'm not sure player1 did include this fix - I found this solution elsewhere (or something very close), raised it with him a while back and he said he'd look into it, but I did not spot it in the readme last time I checked.
    Last edited by econ21; 06-28-2006 at 13:15.

  6. #6

    Post Re: How to fix the Siege Tower bug

    Yeah, I'd seen something about the RTR Platnium team addressing this siege tower issue with their next release. It was over @ TWC in this topic:

    Issues with siege towers since update

    As you say econ, I think I'll hold-off visiting their forums since I don't have any recent backups of my own modding project, and wouldn't really want to lose my hard drive to a potential virus / worm / trojan. I've had my own bad experiences of this in the past, basically had to reinstall everything from scratch

    It would be good to see how they rectified the problem though


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  7. #7
    Senior Member Senior Member Jambo's Avatar
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    Default Re: How to fix the Siege Tower bug

    I might just go back and finish my Scipii campaign now, which I abandoned in frustration when large stone walls became prominent across the map .....
    =MizuDoc Otomo=

  8. #8
    Member Member gmjapan's Avatar
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    Default Re: How to fix the Siege Tower bug

    I dont think it is in Bug-Fixer. I use it and I have problems with towers and walls.

  9. #9

    Default Re: How to fix the Siege Tower bug

    Quote Originally Posted by econ21
    I'm not sure player1 did include this fix - I found this solution elsewhere (or something very close), raised it with him a while back and he said he'd look into it, but I did not spot it in the readme last time I checked.
    he did i just checked the file. but good job SA! (i thought i still had this bug)

  10. #10
    Senior Member Senior Member Jambo's Avatar
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    Default Re: How to fix the Siege Tower bug

    player1 seems skeptical as to whether this proposed fix works (see Bug-fixer thread).
    =MizuDoc Otomo=

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