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Thread: How To: Create Culture Specific Battering Rams

  1. #1

    Default How To: Create Culture Specific Battering Rams

    Modding Resource Header

    Title: How To...Create Culture Specific Battering Rams
    Posted by: Seasoned Alcoholic
    Modding area: Siege Engines (Battering Rams)
    Required programmes: Notepad (or other text editor)
    Related links: How To...Modify Siege Tower Aspects
    Summary: This tutorial illustrates how to create culture specific battering rams. The vanilla RTW game actually shipped with several alternate battering rams from the default ones, so the tutorial will demonstrate how to unlock these rams and make them feature during siege battles.

    Tutorial Contents:

    • Introduction
    • The Battering Rams
    • Creating Culture Specific Battering Rams
    • The End Result


    What You Need:
    descr_engines.txt (DE) @ \Data

    Before you begin:
    Make necessary backups to the text files listed above. Do this frequently as you progress through editing both files. In the case of an error (usually in the form of a CTD) for whatever reason, you will then have a working file to fall back upon if and when needed. It is a good idea to number / date / name etc your backups so that you will know which is the most latest version without confusing yourself. Only delete a backup when you are 100% convinced that this backup is no longer relevant to your latest version of the game.

    Introduction

    This tutorial demonstrates how to create culture specific battering rams for each culture type in RTW. Presently, all cultures share a homogenous battering ram that features during siege battles. However, vanilla RTW actually shipped with 2 additional battering ram types, as well as an alternate CAS model for the default homogenous ram.

    The Battering Rams

    To begin with, let's aquaint ourselves with the 3 different battering rams that shipped with RTW. Open descr_engines.txt and either scroll down to or search for (Ctrl+F) each ram type. Here are the code entries for each, and are in consecutive order:

    Tortoise Ram
    Code:
    type                tortoise_ram
    culture                all; roman
    class                ram
    
    engine_model_group    normal
    engine_skeleton        tortoise_ram
    engine_collision    data/models_engine/tort_ram_low_LOD.CAS
    engine_model        data/models_engine/Tortram_model.CAS,            20.0
    ;engine_model        data/models_engine/tort_ram_med_LOD.CAS,        40.0
    ;engine_model        data/models_engine/tort_ram_low_LOD.CAS,        80.0
    ;engine_model        data/models_engine/tort_ram_very_low_LOD.CAS,    max
    engine_platforms    none
    
    engine_model_group    dying
    engine_skeleton        tortoise_ram_dying
    engine_model        data/models_engine/tort_ram_dying_model.CAS, max
    engine_platforms    none
    
    
    engine_model_group    dead
    engine_model        data/models_engine/tort_ram_dying_dead.CAS, max
    engine_platforms    none
    
    engine_shadow        none
    
    engine_radius        4
    engine_length        7
    engine_width        6
    engine_height        3.0
    engine_mass            25
    engine_dock_dist    5.0
    engine_mob_dist        6.3
    engine_flammable    true
    engine_ignition        0.8
    fire_effect            engine_fire_ram_set
    
    obstacle_shape        rectangle
    obstacle_x_radius    2.2
    obstacle_y_radius    5.0
    
    engine_spo
    
    engine_push_point    -2.5         1.0
    engine_push_point    -2.5        -1.3
    engine_push_point    -2.5        -3.6
    engine_push_point     2.5         1.0
    engine_push_point     2.5        -1.3
    engine_push_point     2.5        -3.6
    
    engine_health        150
    ;engine_armour        ram
    
    attack_stat         10, 4, no, 0, 0, melee, simple, blunt
    attack_stat_attr    no
    Eastern Ram
    Code:
    type                eastern_ram
    culture                eastern
    class                ram
    
    engine_model_group    normal
    engine_skeleton        eastern_ram
    engine_collision    data/models_engine/east_ram_low_LOD.CAS
    engine_model        data/models_engine/Eastram_model.CAS,        20.0
    engine_model        data/models_engine/east_ram_med_LOD.CAS,    40.0
    engine_model        data/models_engine/east_ram_low_LOD.CAS,    max
    engine_platforms    none
    
    engine_model_group    dying
    engine_skeleton        eastern_ram_dying
    engine_model        data/models_engine/east_ram_dying.CAS,    max
    engine_platforms    none
    
    engine_model_group    dead
    engine_model        data/models_engine/east_ram_dead.CAS, max
    engine_platforms    none
    
    engine_shadow        none
    
    engine_radius        4.0
    engine_length        4
    engine_width        4
    engine_height        3.0
    engine_mass            25
    engine_dock_dist    4.7
    engine_mob_dist        6.7
    engine_flammable    true
    engine_ignition        0.8
    fire_effect            engine_fire_ram_set
    
    obstacle_shape        rectangle
    obstacle_x_radius    2.2
    obstacle_y_radius    5.0
    
    engine_spo
    
    engine_push_point    -1.0         1.6
    engine_push_point    -1.0         0.0
    engine_push_point    -1.0        -1.6
    engine_push_point     1.0         1.6
    engine_push_point     1.0         0.0
    engine_push_point     1.0        -1.6
    
    engine_health        120
    ;engine_armour        ram
    
    attack_stat         10, 4, no, 0, 0, melee, simple, blunt
    attack_stat_attr    no
    Open Frame Ram
    Code:
    type                open_frame_ram
    culture                all
    class                ram
    
    engine_model_group    normal
    engine_skeleton        open_frame_ram
    engine_collision    data/models_engine/openframe_very_low_LOD.CAS
    engine_model        data/models_engine/OFRam_model.CAS,                20.0
    engine_model        data/models_engine/openframe_med_LOD.CAS,        40.0
    engine_model        data/models_engine/openframe_low_LOD.CAS,        80.0
    engine_model        data/models_engine/openframe_very_low_LOD.CAS,    max
    engine_platforms    none
    
    engine_model_group    dying
    engine_skeleton        open_frame_ram_dying
    engine_model        data/models_engine/openframe_dying_model.CAS, max
    engine_platforms    none
    
    engine_model_group    dead
    engine_model        data/models_engine/openframe_dying_dead.CAS, max
    engine_platforms    none
    
    engine_shadow        none
    
    engine_radius        1.5
    engine_length        3
    engine_width        3
    engine_height        3.0
    engine_mass            25
    engine_dock_dist    2.2
    engine_mob_dist        3.9
    engine_flammable    true
    engine_ignition        0.8
    fire_effect            engine_fire_ram_set
    
    obstacle_shape        rectangle
    obstacle_x_radius    2.2
    obstacle_y_radius    5.0
    
    engine_spo
    
    engine_push_point    -0.75        -2.1
    engine_push_point     0.75        -2.1
    engine_push_point    -1.7        -0.2
    engine_push_point     1.7        -0.2
    
    engine_health        100
    ;engine_armour        ram
    
    attack_stat         10, 4, no, 0, 0, melee, simple, blunt
    attack_stat_attr    no
    As mentioned, these code entries are in consecutive order, the tortoise ram being the first of the 3 in the list. You may have already noticed that under the tortoise ram entry, the culture line value is all. This suggests that each culture type featured in RTW will make use of this battering ram by default. This viewpoint is confirmed from actual siege battle experiences, as all cultures utilise the homogenous tortoise ram. It becomes clear that the game looks to the first battering ram entry and ignores the other 2.

    Creating Culture Specific Battering Rams

    The process of creating culture specific battering rams is relatively straightforward, as there already examples of the different RTW culture types scattered throughout the existing text files. If you're unfamiliar with the different cultures featured in RTW, here is a summary list:
    • roman
    • greek
    • eastern
    • carthaginian
    • egyptian
    • barbarian

    You can specify a culture type for a battering ram in the culture line of each ram entry. A good idea is to create a new ram entry for each culture type, this way the game can refer / lookup the correct ram type during siege battles.

    In this tutorial, the Romans & Greeks will use the tortoise ram, the Easterners, Carthaginians and Egyptians will use the eastern ram, and the Barbarians will use the open frame ram. You can of course change these to your personal preference once you've become familiar with the workings of the descr_engines ram entries.

    Here are 6 sample entries that should replace the existing 3 ram entries:

    Roman entry
    Code:
    type                tortoise_ram_roman
    culture                roman
    class                ram
    
    engine_model_group    normal
    engine_skeleton        tortoise_ram
    engine_collision    data/models_engine/tort_ram_low_LOD.CAS
    engine_model        data/models_engine/Tortram_model.CAS,            20.0
    engine_model        data/models_engine/tort_ram_med_LOD.CAS,        40.0
    engine_model        data/models_engine/tort_ram_low_LOD.CAS,        80.0
    engine_model        data/models_engine/tort_ram_very_low_LOD.CAS,    max
    engine_platforms    none
    
    engine_model_group    dying
    engine_skeleton        tortoise_ram_dying
    engine_model        data/models_engine/tort_ram_dying_model.CAS, max
    engine_platforms    none
    
    
    engine_model_group    dead
    engine_model        data/models_engine/tort_ram_dying_dead.CAS, max
    engine_platforms    none
    
    engine_shadow        none
    
    engine_radius        4
    engine_length        7
    engine_width        6
    engine_height        3.0
    engine_mass            25
    engine_dock_dist    5.0
    engine_mob_dist        6.3
    engine_flammable    true
    engine_ignition        0.8
    fire_effect            engine_fire_ram_set
    
    obstacle_shape        rectangle
    obstacle_x_radius    2.2
    obstacle_y_radius    5.0
    
    engine_spo
    
    engine_push_point    -2.5         1.0
    engine_push_point    -2.5        -1.3
    engine_push_point    -2.5        -3.6
    engine_push_point     2.5         1.0
    engine_push_point     2.5        -1.3
    engine_push_point     2.5        -3.6
    
    engine_health        150
    ;engine_armour        ram
    
    attack_stat         10, 4, no, 0, 0, melee, simple, blunt
    attack_stat_attr    no
    Greek entry
    Code:
    type                tortoise_ram_greek
    culture                greek
    class                ram
    
    engine_model_group    normal
    engine_skeleton        tortoise_ram
    engine_collision    data/models_engine/tort_ram_low_LOD.CAS
    engine_model        data/models_engine/Tortram_model.CAS,            20.0
    engine_model        data/models_engine/tort_ram_med_LOD.CAS,        40.0
    engine_model        data/models_engine/tort_ram_low_LOD.CAS,        80.0
    engine_model        data/models_engine/tort_ram_very_low_LOD.CAS,    max
    engine_platforms    none
    
    engine_model_group    dying
    engine_skeleton        tortoise_ram_dying
    engine_model        data/models_engine/tort_ram_dying_model.CAS, max
    engine_platforms    none
    
    
    engine_model_group    dead
    engine_model        data/models_engine/tort_ram_dying_dead.CAS, max
    engine_platforms    none
    
    engine_shadow        none
    
    engine_radius        4
    engine_length        7
    engine_width        6
    engine_height        3.0
    engine_mass            25
    engine_dock_dist    5.0
    engine_mob_dist        6.3
    engine_flammable    true
    engine_ignition        0.8
    fire_effect            engine_fire_ram_set
    
    obstacle_shape        rectangle
    obstacle_x_radius    2.2
    obstacle_y_radius    5.0
    
    engine_spo
    
    engine_push_point    -2.5         1.0
    engine_push_point    -2.5        -1.3
    engine_push_point    -2.5        -3.6
    engine_push_point     2.5         1.0
    engine_push_point     2.5        -1.3
    engine_push_point     2.5        -3.6
    
    engine_health        150
    ;engine_armour        ram
    
    attack_stat         10, 4, no, 0, 0, melee, simple, blunt
    attack_stat_attr    no
    Eastern entry
    Code:
    type                eastern_ram_eastern
    culture                eastern
    class                ram
    
    engine_model_group    normal
    engine_skeleton        eastern_ram
    engine_collision    data/models_engine/east_ram_low_LOD.CAS
    engine_model        data/models_engine/Eastram_model.CAS,        20.0
    engine_model        data/models_engine/east_ram_med_LOD.CAS,    40.0
    engine_model        data/models_engine/east_ram_low_LOD.CAS,    max
    engine_platforms    none
    
    engine_model_group    dying
    engine_skeleton        eastern_ram_dying
    engine_model        data/models_engine/east_ram_dying.CAS,    max
    engine_platforms    none
    
    engine_model_group    dead
    engine_model        data/models_engine/east_ram_dead.CAS, max
    engine_platforms    none
    
    engine_shadow        none
    
    engine_radius        4.0
    engine_length        4
    engine_width        4
    engine_height        3.0
    engine_mass            25
    engine_dock_dist    5.6
    engine_mob_dist        6.7
    engine_flammable    true
    engine_ignition        0.8
    fire_effect            engine_fire_ram_set
    
    obstacle_shape        rectangle
    obstacle_x_radius    2.2
    obstacle_y_radius    5.0
    
    engine_spo
    
    engine_push_point    -3.0         1.6
    engine_push_point    -3.0         0.0
    engine_push_point    -3.0        -1.6
    engine_push_point     3.0         1.6
    engine_push_point     3.0         0.0
    engine_push_point     3.0        -1.6
    
    engine_health        120
    ;engine_armour        ram
    
    attack_stat         10, 4, no, 0, 0, melee, simple, blunt
    attack_stat_attr    no
    Carthaginian entry
    Code:
    type                eastern_ram_carthaginian
    culture                carthaginian
    class                ram
    
    engine_model_group    normal
    engine_skeleton        eastern_ram
    engine_collision    data/models_engine/east_ram_low_LOD.CAS
    engine_model        data/models_engine/Eastram_model.CAS,        20.0
    engine_model        data/models_engine/east_ram_med_LOD.CAS,    40.0
    engine_model        data/models_engine/east_ram_low_LOD.CAS,    max
    engine_platforms    none
    
    engine_model_group    dying
    engine_skeleton        eastern_ram_dying
    engine_model        data/models_engine/east_ram_dying.CAS,    max
    engine_platforms    none
    
    engine_model_group    dead
    engine_model        data/models_engine/east_ram_dead.CAS, max
    engine_platforms    none
    
    engine_shadow        none
    
    engine_radius        4.0
    engine_length        4
    engine_width        4
    engine_height        3.0
    engine_mass            25
    engine_dock_dist    5.6
    engine_mob_dist        6.7
    engine_flammable    true
    engine_ignition        0.8
    fire_effect            engine_fire_ram_set
    
    obstacle_shape        rectangle
    obstacle_x_radius    2.2
    obstacle_y_radius    5.0
    
    engine_spo
    
    engine_push_point    -3.0         1.6
    engine_push_point    -3.0         0.0
    engine_push_point    -3.0        -1.6
    engine_push_point     3.0         1.6
    engine_push_point     3.0         0.0
    engine_push_point     3.0        -1.6
    
    engine_health        120
    ;engine_armour        ram
    
    attack_stat         10, 4, no, 0, 0, melee, simple, blunt
    attack_stat_attr    no
    Egyptian entry
    Code:
    type                eastern_ram_egyptian
    culture                egyptian
    class                ram
    
    engine_model_group    normal
    engine_skeleton        eastern_ram
    engine_collision    data/models_engine/east_ram_low_LOD.CAS
    engine_model        data/models_engine/Eastram_model.CAS,        20.0
    engine_model        data/models_engine/east_ram_med_LOD.CAS,    40.0
    engine_model        data/models_engine/east_ram_low_LOD.CAS,    max
    engine_platforms    none
    
    engine_model_group    dying
    engine_skeleton        eastern_ram_dying
    engine_model        data/models_engine/east_ram_dying.CAS,    max
    engine_platforms    none
    
    engine_model_group    dead
    engine_model        data/models_engine/east_ram_dead.CAS, max
    engine_platforms    none
    
    engine_shadow        none
    
    engine_radius        4.0
    engine_length        4
    engine_width        4
    engine_height        3.0
    engine_mass            25
    engine_dock_dist    5.6
    engine_mob_dist        6.7
    engine_flammable    true
    engine_ignition        0.8
    fire_effect            engine_fire_ram_set
    
    obstacle_shape        rectangle
    obstacle_x_radius    2.2
    obstacle_y_radius    5.0
    
    engine_spo
    
    engine_push_point    -3.0         1.6
    engine_push_point    -3.0         0.0
    engine_push_point    -3.0        -1.6
    engine_push_point     3.0         1.6
    engine_push_point     3.0         0.0
    engine_push_point     3.0        -1.6
    
    engine_health        120
    ;engine_armour        ram
    
    attack_stat         10, 4, no, 0, 0, melee, simple, blunt
    attack_stat_attr    no
    Barbarian entry
    Code:
    type                open_frame_ram
    culture                barbarian
    class                ram
    
    engine_model_group    normal
    engine_skeleton        open_frame_ram
    engine_collision    data/models_engine/openframe_very_low_LOD.CAS
    engine_model        data/models_engine/OFRam_model.CAS,                20.0
    engine_model        data/models_engine/openframe_med_LOD.CAS,        40.0
    engine_model        data/models_engine/openframe_low_LOD.CAS,        80.0
    engine_model        data/models_engine/openframe_very_low_LOD.CAS,    max
    engine_platforms    none
    
    engine_model_group    dying
    engine_skeleton        open_frame_ram_dying
    engine_model        data/models_engine/openframe_dying_model.CAS, max
    engine_platforms    none
    
    engine_model_group    dead
    engine_model        data/models_engine/openframe_dying_dead.CAS, max
    engine_platforms    none
    
    engine_shadow        none
    
    engine_radius        1.5
    engine_length        3
    engine_width        3
    engine_height        3.0
    engine_mass            25
    engine_dock_dist    2.6
    engine_mob_dist        3.9
    engine_flammable    true
    engine_ignition        0.8
    fire_effect            engine_fire_ram_set
    
    obstacle_shape        rectangle
    obstacle_x_radius    2.2
    obstacle_y_radius    5.0
    
    engine_spo
    
    engine_push_point    -2.5         1.0
    engine_push_point    -2.5        -1.5
    engine_push_point     2.5         1.0
    engine_push_point     2.5        -1.5
    
    engine_health        100
    ;engine_armour        ram
    
    attack_stat         10, 4, no, 0, 0, melee, simple, blunt
    attack_stat_attr    no
    Notice how the name (type) lines have been modified to help the game distinguish between each ram's culture category. There's no need to create any additonal enum entries for these new ram names, as apparently none exist.

    Other areas that have changed from the vanilla entries include the removal of the semicolons ( from multiple Roman & Greek ram CAS model entries. This unlocks a much more detailed tortoise ram model than the existing vanilla one.

    Additionally, you may have noticed that the engine_push_point and engine_dock_dist entries for the Eastern, Carthaginian, Egyptian and Barbarian rams have been modified. This is to reflect changes in the ram model, and characteristics of each ram type. These modifcations were implemented after numerous testing and tweaking in custom battles to locate suitable values for these entries.

    The End Result

    Tortoise Ram


    Eastern Ram


    Open Frame Ram
    Creator and developer of Rome: Total Gameplay (RTG), an unofficial mod for vanilla RTW v1.5
    For news and updates, check out the RTG Subforums
    RTG v1.0 (Self-Extracting ZIP)
    RTG v1.0 (EXE Installer)
    A veteran FPS & Strategy gamer, currently playing Day of Defeat (DoD) & Football Manager 2007.
    Looking forward to the release of Command & Conquer 3: The Tiberium Wars.

  2. #2
    vikrant's Avatar The Messiah of innocence
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    Default Re: How To...Create Culture Specific Battering Rams

    good tutorial
    i guess u uused it in ur RTG
    great work
    but can we export a custom made battering ram in the game
    and i guess textures are also assigned them like cities {ie no skns }
    Under the Patronage of CHANDRASHEKHAR AZAD {prarara}
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    use report button to help us keep twc clean

  3. #3
    Zuwxiv's Avatar Bear Claus
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    Default Re: How To...Create Culture Specific Battering Rams

    I remember seing this a while ago, I tried to make my own but miserable failed. Nice manual!

    Currently worshipping Necrobrit *********** Thought is Quick
    I'm back for the TWCrack

  4. #4

    Default Re: How To...Create Culture Specific Battering Rams

    Thanks, yeah these rams have been used in the RTG project.

    I'm sure that new CAS models and TGA textures can be imported into the game, try putting them in the ...\data\models_engine & ...\data\models_engine\textures folders, then updating descr_engines.

    The problem is, however, you need to create dying (IE burning) and dead (IE destroyed) models, as well as relevant skeletons / animations. There's additional text files relating to these areas, which are:

    descr_engine_skeleton @ ...\data
    multiple folders @ ...\data\animations\engine

    As you'll notice from these files and folders, there are additional models and textures that are not currently featured in the game.
    Creator and developer of Rome: Total Gameplay (RTG), an unofficial mod for vanilla RTW v1.5
    For news and updates, check out the RTG Subforums
    RTG v1.0 (Self-Extracting ZIP)
    RTG v1.0 (EXE Installer)
    A veteran FPS & Strategy gamer, currently playing Day of Defeat (DoD) & Football Manager 2007.
    Looking forward to the release of Command & Conquer 3: The Tiberium Wars.

  5. #5
    Vegas_Bear's Avatar Biarchus
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    Default Re: How To...Create Culture Specific Battering Rams

    Does this work w/ RTW 1.5 ???

    I followed the instructions, nicely put together. When I try and launch the game, I get an error.

    "ERROR in engine database. Expecting engine shadow."

    This shows up before the intro videos. Any suggestions?

    Thanks for the tutorial, Vegas_Bear.

    Found an easy way to fix this. Just download RTG and take the file out of there. I tried several times to cut and paste from the tread, but it would never work. Very nice find, Thnxs SA.
    Last edited by Vegas_Bear; October 19, 2006 at 06:13 AM.

  6. #6
    DAVIDE's Avatar QVID MELIVS ROMA?
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    Default Re: How To...Create Culture Specific Battering Rams

    man this tutorial doesnt work!!!!!! i tried but at the activision screen the game ctd and say:

    generic error:

    database table error found: error reading record from the data/descr_engines.txt

    post here your descr_engines.txt then i copy the txt into mine. i have rtw 1.5

  7. #7
    Kylan271's Avatar Domesticus
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    Default Re: How To...Create Culture Specific Battering Rams

    Okieeeeeee it is a longgggggggggggg time ago,but upon using RCB and seeing the 'new' battering rams..I tried RTG which is buried in the morgue and it works!!! I have 3 types,I have uploaded to TE Mod thread with due credit to SA,it is found in TE Alex WIP thread. If OK I will put data in downloads for others???


  8. #8

    Default Re: How To...Create Culture Specific Battering Rams

    As long as you credit the creator, yes.

  9. #9

    Default Re: How To: Create Culture Specific Battering Rams

    a question:

    If I wanted to REMOVE the siege towers and battering rams ... I just want stairs in my attacks ... can to be completely eliminated simply by deleting the descr_engines.txt ... in addition to deleting the corresponding row in descr_walls.txt:

    ; EASTERN SMALL STONE / TOWN WALLS
    wall
    (
    carthaginian eastern nomad culture
    level 2
    siege_tower_size small)
    )

    ... if I delete these items ... brings any adverse effects on the game?

    from now, thank you very much.

    P.D.:

    I intend to use this change not only in custom battles, but also in the campaigns ... to be more specific, I am trying to remove the battering rams and siege towers of "Ogniem i Mieczem" MOD... As you can imagine, those elements are highly anachronistic for the time period covered by the MOD ... again, thank you very much.
    Last edited by Archaeopterix; May 12, 2010 at 04:54 AM.

  10. #10

    Default Re: How To: Create Culture Specific Battering Rams

    Ladders are tied to siege-towers, you can't have one and not the other. And you need rams for the levels of walls where no ladders/towers can be used.

  11. #11

    Default Re: How To: Create Culture Specific Battering Rams

    Quote Originally Posted by Aradan View Post
    Ladders are tied to siege-towers, you can't have one and not the other. And you need rams for the levels of walls where no ladders/towers can be used.
    Thank you very much Aradan, .

    Ok... Just thought also eliminate wood walls... I regret that the stairs can not exist alone without the siege towers... My plan was to: eliminate the wooden walls, remove siege towers and battering rams, and have 12 turns (or so) to build the stone wall... In this way, would increase the battles in the streets (inside cities), and perhaps achieve the AI are encouraged to use more during the siege artillery (cannons).

    ... Anyway, to see how much I can do about it.

  12. #12
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: How To: Create Culture Specific Battering Rams

    These entries dont work and cause ctd?? "ERROR in engine database. Expecting engine shadow." etc...???

  13. #13
    Centenarius
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    Default Re: How To: Create Culture Specific Battering Rams

    Quote Originally Posted by ToonTotalWar View Post
    These entries dont work and cause ctd?? "ERROR in engine database. Expecting engine shadow." etc...???
    Sorry for necroposting, anyone knows how to fix this error?.
    Temporarily retired from modding.

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