Pick a Ballista (I prefer NE since England is the default player faction in custom) and go play with it in the EDU. The secondary attack line details the attack of the ballista (that's stat_sec) while everything else is presumably about the men that use it. The original for NE is:
Code:
stat_sec 55, 3, ballista, 180, 50, siege_missile, artillery_mechanical, piercing, none, 25, 1
I'd suggest trying this:
Code:
stat_sec 55, 3, ballista, 180, 50, missile, missile_mechanical, piercing, none, 25, 1
That's me basically guessing that the missile type may be responsible for allowing it to attack walls - using the standard ones for archers might keep it from doing so. Of course it may just be the case that siege equipment attached to units can always target walls and towers.
In either case, you'll want to set ballista to the following in the descr_projectile.txt file:
Code:
projectile ballista
effect large_arrow_trail_set
end_effect large_arrow_explode_set
end_man_effect man_impact_small_set
end_package_effect wall_impact_small_set
end_shatter_effect large_arrow_explode_set
end_shatter_man_effect man_impact_small_set
end_shatter_package_effect wall_impact_small_set
damage 0
damage_to_troops 5
radius 0
mass 0.8
accuracy_vs_units 0.005
;accuracy_vs_buildings 0.05
;accuracy_vs_towers 0.025
min_angle -30
max_angle 35
velocity 60
;bounce 0.5 0.6 0.5 0.4
body_piercing
display aimed particle_trail invert_model_z
model data/models_missile/missile_ballista_bolt_high.CAS, 40.0
model data/models_missile/missile_ballista_bolt_med.CAS, 80.0
model data/models_missile/missile_ballista_bolt_low.CAS, max
Do the same with flaming ballista shot (it's the very next entry).
At the very least that change should keep them from harming walls at all... and I'm guessing the AI will avoid targeting walls if it knows it will do no damage. Could be wrong though...
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