Results 1 to 8 of 8

Thread: need help with bug...pls read this

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    paradamed's Avatar Praepositus
    Join Date
    Jun 2006
    Location
    Brasília, Brasil
    Posts
    5,806

    Icon5 need help with bug...pls read this

    Hi guys. I notice a problem related to sieges in Chivalry TW. I play CTW 0.95 including hotfix. When I defend a Catholic castle (the one with custom design made by you) I noticed a problem with the AI. When the AI has siege engines (mangonel or trebuchet) they start by firing their ammo till they run out of ammo. After running out of ammo the rest of the attacking army wont do anything. They wont send siege towers or ladders or anything. They simply dont attack. If the attacking army has no mangonel or no trebuchet everything is fine. They send their ladders, siege towers etc. Can anybody fix this, pls? It only happens when the AI attack my Castles (catholic culture). When the ai attacks other cultures cities this problem doesnt happen. I noticed another problem too. When the ai deploys trebuchets they wont use all trebuchets. Some trebuchets will just do anything (also related to catholic culture settlements). They also place one of the trebuchets behind a mill (always happens) which blocks all attacks done by the ai. Pls help. I didnt post in the bug thread cause it is a lot of text written so I prefered to post as a new topic, sorry if I posted in teh wrong place.

  2. #2
    paradamed's Avatar Praepositus
    Join Date
    Jun 2006
    Location
    Brasília, Brasil
    Posts
    5,806

    Default Re: need help with bug...pls read this

    Having some modding knowledge (I always make small changes in all mods I play) I tried a solution which actually worked. I removed the mills outside the city . One of the siege weapons always used to get behind the mill which made me think about it. Removing the mills the problem got solved, Now after a barrage with the siege weapons they send the rest of teh army. Anyway one bug still persists. They dont seem to use all of their siege weapons . In teh battle I played they had 2 mangonels and a trebuchet and they always used one of each and a mangonel never being used. Still I recomend the chiv team to check this bug.

  3. #3

    Default Re: need help with bug...pls read this

    Alright, I'll look into the configuration of the town... but I'm afraid theres probably not much we can do for the way the AI behaves during sieges.... its just a part of RTW I guess...
    Chivalry - Total War I Settlement Plans and Buildings Dev...
    and Public Relations person, pm me with any specific questions concerning the mod...

    Consilium Belli member

    under the patronage of Sétanta

  4. #4
    paradamed's Avatar Praepositus
    Join Date
    Jun 2006
    Location
    Brasília, Brasil
    Posts
    5,806

    Default Re: need help with bug...pls read this

    Drak, ty for the feedback. Im glad to hear you guys (altough working on a M2TW project) still pay close atention to CTW which I consider a very cool mod. Actually I have M2TW but I still prefer the RTW engine. Well I have to say that I have made some new discoveries. As I said I have some modding skills and I started toying around with this city. As i consider CTW almost a flawless game I kind of felt I had to try to fix it. The solution I found was a drasticall change in the castle. First I removed all of the outer objects cause I considered as being part of the problem (pathfinding problem in my opinion). And After changing part of the walls I found the AI to behave better. Actually I placed another gate right in front of where the troops were deployed. Screenies will follow. I changed the textures just for fun.

    Now it has 2 gates (I believe that the fact they had to face only one gate which wasnt in front of them was kind of hard for the RTW AI

  5. #5
    paradamed's Avatar Praepositus
    Join Date
    Jun 2006
    Location
    Brasília, Brasil
    Posts
    5,806

    Default Re: need help with bug...pls read this










    As you can see the walls are tottally functional. The AI will normally attack it, wont have problems finding a path. The only actual problem is the underlay that wasnt changed cause I have no model editor and I never actually tried to edit a .cas file. I can post the codes for the new walls if you wish and I can send you the textures I made too. I believe you will be pleased with this as I was.

  6. #6

    Default Re: need help with bug...pls read this

    k, sorry I don't have time to fully answer your questions and address some of the things you brought up... I'll be sure to do so in the next couple of days. However, you are welcome to post/pm your files.
    Chivalry - Total War I Settlement Plans and Buildings Dev...
    and Public Relations person, pm me with any specific questions concerning the mod...

    Consilium Belli member

    under the patronage of Sétanta

  7. #7
    paradamed's Avatar Praepositus
    Join Date
    Jun 2006
    Location
    Brasília, Brasil
    Posts
    5,806

    Default Re: need help with bug...pls read this

    Im kinda of busy too. Soon Ill send the textures. Heres the code I used on the castle:

    ;Generated by SETTLEMENT PLAN EDITOR - Adherbal, june 2005, edited by Drak10687 august 2006
    plan
    {
    target rectangle x 57 z 9 rot 0 width 65 height 100
    floor ../../../chivalry/data/settlement_plans/underlays/CTW_underlay_castle.CAS ../../../chivalry/data/settlement_plans/overlays/CTW_overlay_castle.CAS
    street_plan ../../../chivalry/data/settlement_plans/street_plans/CTW_path_castle.cas
    borders
    {
    tower_external_corner_link, 96, -128, 90, 0
    straight, 96, -96, 90, 0
    straight_link, 96, -64, 90, 0
    tower_straight, 96, -32, 90, 0
    straight_link, 96, 0, 90, 0
    straight, 96, 32, 90, 0
    external_right_link, 96, 64, 90, 0
    straight, 64, -128, 0, 0
    tower_straight, 64, 96, 135, 0
    external_left_link, 32, 128, 180, 0
    gateway, 0, -128, 0, 0
    straight, 0, 128, 180, 0
    external_right_link, -32, 128, 180, 0
    straight, -64, -128, 0, 0
    tower_straight, -64, 96, -135, 0
    tower_external_corner_link, -96, -128, 0, 0
    straight, -96, -96, -90, 0
    gateway, -96, -32, -90, 0
    straight, -96, 32, -90, 0
    external_left_link, -96, 64, -90, 0





    }
    ctw_we_keep, 0.37, -32.65, 90, 0

    slot_innerwall, 0, 0, 0, 0.00

    slot_ctw_we_law_enforcement, -60, -8.5, 0, 0.00
    slot_ctw_we_millitary_2, 36.5, 18, 180, 0.00
    slot_ctw_we_religious, -59, 38.5, 180, 0.00
    slot_ctw_we_smith, 29.5, 74, -90, 0.00
    slot_ctw_we_stables, 55, -32.5, 0, 0.00
    slot_ctw_we_siege, 59, -9, 90, 0.00
    slot_ctw_we_tax, -4, 69, 180, 0

    ctw_we_landlords_house, -67, -87, 0, 0
    ctw_we_large_house_wood, -4, 98, 90, 0
    ctw_we_small_house_wood_2, -64, -63, -90, 0
    ctw_we_large_house_stone, -61.5, -46, 121.5, 0
    ctw_we_small_house_wood, -53, -82, 0, 0
    ctw_we_well, -53, -94, 0, 0
    ctw_we_large_house_wood, -20.5, -91.5, -90, 0
    ctw_we_small_house_wood, -4, 32, 90, 0.00
    ctw_we_large_house_stone, 42, -75, -45, 0
    ctw_we_small_house_wood_2, 22, -90, -75, 0.00


    }

  8. #8

    Default Re: need help with bug...pls read this

    Oh yeah, sorry, forgot to respond.
    I knew/know that having more doors would help... but in fact, you would need to have the doors/gates on all four sides, like the vanilla plans. You added it to that side because that the default side that you start on during custom battles... but it won't always be that during the campaign map.

    Oh, and the underlay/overlay texture, you can edit it, I think, without editing the model itself... unless you wanted to do something to the model...
    Chivalry - Total War I Settlement Plans and Buildings Dev...
    and Public Relations person, pm me with any specific questions concerning the mod...

    Consilium Belli member

    under the patronage of Sétanta

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •