Hello,
does anybody know what I'd have to change to disable the ballista's function to shoot at buildings?
Imo the ballista is an anti-personnel weapon and shouldn't be able to tear down walls.
R'as
Hello,
does anybody know what I'd have to change to disable the ballista's function to shoot at buildings?
Imo the ballista is an anti-personnel weapon and shouldn't be able to tear down walls.
R'as
![]()
Singleplayer: Download beta_8
Multiplayer: Download beta_5.All.in.1
I'll build a mountain of corpses - Ogami Itto, Lone Wolf & Cub
Sometimes standing up for your friends means killing a whole lot of people - Sin City, by Frank Miller
i'd love to do this too, or at least make so they do virtually no damage to buildings.
it makes my blood boil when a couple of units of ballistae create a gaping whole in my huge stone wall.
Well, you could always decrease their attack value. That way they wouldn't be able to do much damage. Or you can increase the walls hitpoints which are too low anyway.
I'd like to disable it completely.
![]()
Singleplayer: Download beta_8
Multiplayer: Download beta_5.All.in.1
I'll build a mountain of corpses - Ogami Itto, Lone Wolf & Cub
Sometimes standing up for your friends means killing a whole lot of people - Sin City, by Frank Miller
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:
I'd suggest trying this:Code:stat_sec 55, 3, ballista, 180, 50, siege_missile, artillery_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.Code:stat_sec 55, 3, ballista, 180, 50, missile, missile_mechanical, piercing, none, 25, 1
In either case, you'll want to set ballista to the following in the descr_projectile.txt file:
Do the same with flaming ballista shot (it's the very next entry).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
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...
Thanks Foz,
it seems to work. The unit description now says "ineffective against buildings".
I've not had time yet to test it in battle, though.
R'as
![]()
Singleplayer: Download beta_8
Multiplayer: Download beta_5.All.in.1
I'll build a mountain of corpses - Ogami Itto, Lone Wolf & Cub
Sometimes standing up for your friends means killing a whole lot of people - Sin City, by Frank Miller
I tried copying the stat_sec line from the ballista onto Pavise Crossbowmen's stat_pri and it didn't allow them to target walls so I'm guessing the first change Foz describes isn't the correct one.
Which part seems to have made it work? LOL. Keep me posted on how it goes, of course.Originally Posted by R'as al Ghul
Bookmarks