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  1. #1

    Default Idea for destroying walls

    I posted my idea briefly in a thread in the main RTR forum, but I thought perhaps it would get more positive reception here.

    My idea was to be able to destroy walls. I don't really know how the modding works, but what you would do is have the main building tree for walls locked at no walls. Then you would make a new tree that would actually build the walls but be based on a tree that can actually be destroyed. I don't really know if this would exactly work, but if it could I think it could really add some realism and more freedom in gameplay to people. Anyone else like this idea?
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  2. #2
    Quinn Inuit's Avatar Artifex
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    Default Re: Idea for destroying walls

    What do you mean by "destroy"? In battle? On the strat map interface?
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  3. #3

    Default Re: Idea for destroying walls

    On the campaign map, just like one can destroy temples and such.
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  4. #4
    Quinn Inuit's Avatar Artifex
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    Default Re: Idea for destroying walls

    That would simply require changing walls to remove the "hinterland" attribute. Why do you think that's so important, though? I'm not against it, I just hadn't really thought about it before.
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  5. #5
    Libertus
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    Default Re: Idea for destroying walls

    Quote Originally Posted by Quinn Inuit View Post
    That would simply require changing walls to remove the "hinterland" attribute. Why do you think that's so important, though? I'm not against it, I just hadn't really thought about it before.
    Doesn't just removing the "hinterland" attribute make the game very buggy? That's what I've read anyway.

    I wish on the battle map we could completely raze the walls too, rather than employing an army of siege equipment only to be left with a bunch of little wall "islands" in the way. But I know this would require much more modding, if even possible.

  6. #6
    Quinn Inuit's Avatar Artifex
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    Default Re: Idea for destroying walls

    Quote Originally Posted by kranyak View Post
    Doesn't just removing the "hinterland" attribute make the game very buggy? That's what I've read anyway.

    I wish on the battle map we could completely raze the walls too, rather than employing an army of siege equipment only to be left with a bunch of little wall "islands" in the way. But I know this would require much more modding, if even possible.
    No idea. Never tried it.

    I don't know. I think it's more realistic that there'd be rubble here and there. In any case, I'm pretty sure that's not possible.
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  7. #7

    Default Re: Idea for destroying walls

    Quote Originally Posted by Quinn Inuit View Post
    That would simply require changing walls to remove the "hinterland" attribute. Why do you think that's so important, though? I'm not against it, I just hadn't really thought about it before.
    Not possible...

    The walls don't have the hinterland_ thing. It is hardcoded to be indestructable. It is possible though to disable that tree and place another one next to it. But I don't think it is possible to connect this tree to the stratmap wall. And I'm afraid that the strat-map AI/computer (ie also human-controlled) will detect any wall levels when besieging a settlement. So even if you find a way to make it appear to have a wall on the stratpmap, then maybe with sieges it doesn't have them and you can directly attack the settlement without sieging or siege equipment...



    Quote Originally Posted by kranyak View Post
    Doesn't just removing the "hinterland" attribute make the game very buggy? That's what I've read anyway.

    I wish on the battle map we could completely raze the walls too, rather than employing an army of siege equipment only to be left with a bunch of little wall "islands" in the way. But I know this would require much more modding, if even possible.
    This is possible... Just a matter of setting all wall parts to destructible (on the battle map) instead of indestructible...
    The problem is that there are no animations for this.
    I ones tried it and I was able to attack all wall-parts and destroy them (as in 100% damage) but the building left standing where it was since it has no other option. Because it has no animation to collapse and it has no rubble model... I haven't tried it with animations and rubble models of other wall part or buildings... So if anyone is interested in trying

  8. #8
    Libertus
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    Default Re: Idea for destroying walls

    Quote Originally Posted by PatricianS View Post
    This is possible... Just a matter of setting all wall parts to destructible (on the battle map) instead of indestructible...
    The problem is that there are no animations for this.
    I ones tried it and I was able to attack all wall-parts and destroy them (as in 100% damage) but the building left standing where it was since it has no other option. Because it has no animation to collapse and it has no rubble model... I haven't tried it with animations and rubble models of other wall part or buildings... So if anyone is interested in trying
    Excellent, I didn't even think it would be possible. Too bad the most modding experience I have is changing things in descr_strat

  9. #9

    Default Re: Idea for destroying walls

    You'd also come up against the fact that the AI doesnt destroy anything and so only the player could destroy his own walls.
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  10. #10
    Libertus
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    Default Re: Idea for destroying walls

    It's realistic to have rubble, but the problem is that it's not rubble, just blocks of wall sitting there between breaches. Maybe with a broken tower-top if you took out the tower. Oh well, can't be too picky I guess.

  11. #11
    Delvecchio1975's Avatar Primicerius
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    Default Re: Idea for destroying walls

    someone pointed out in another thread that walls on the campaign map cannot be destroyed, hinterland or not. it's (drumrolls) HARDCODED. a pitty, since harbours (also visible on the c.map) ARE destroyable. a real shame i think, if only for sparta!
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  12. #12
    Quinn Inuit's Avatar Artifex
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    Default Re: Idea for destroying walls

    Oh, I didn't know that. Thanks for the explanation, PatricianS.
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  13. #13

    Default Re: Idea for destroying walls

    The develepers assume that the walls of a city should be inestructable, as the crops also. Interesting, I wonder wich type of "expert advise" they get, anyone in this forum would do a far superior job....

  14. #14

    Default Re: Idea for destroying walls

    Quote Originally Posted by Ramiro View Post
    The develepers assume that the walls of a city should be inestructable, as the crops also. Interesting, I wonder wich type of "expert advise" they get, anyone in this forum would do a far superior job....
    Sorry? I'm not sure if I get what you mean, but I don't get any "advice" or something... All I say is based on a personal opinion/experience/theory. And if you think you would do a far superior job as modder... Then why not start your own mod?


  15. #15

    Default Re: Idea for destroying walls

    I think Ramiro ment the "developers" of the original game, PatricianS

  16. #16

    Default Re: Idea for destroying walls

    Quote Originally Posted by despot_of_rhodes View Post
    I think Ramiro ment the "developers" of the original game, PatricianS
    I did

  17. #17

    Default Re: Idea for destroying walls

    Quote Originally Posted by Ramiro View Post
    I did
    Then I still don't get what you meant with a far superior job...

    Ooohhh... You meant the RTW devs right? Sorry... Well... I think they did a great job and I can't redo what they did. It only is a shame that they didn't pay too much attention to historical issues...

    Last edited by Pat89; February 10, 2009 at 12:05 PM.

  18. #18
    Caligula Caesar's Avatar Horse Lord
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    Default Re: Idea for destroying walls

    Its also a pity about all their hard-coded limits. I could do with another hundred regions, double the units, double the hidden resources and sixty factions...

  19. #19

    Default Re: Idea for destroying walls

    I guess they just don't want mods to become better than the next release of TW

  20. #20
    Primicerius
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    Default Re: Idea for destroying walls

    Doesn't hard coding make the game smaller? Allowing sixty factions, etc. would make the game too big and would raise minimum requirements and such, I think.

    But I still think they're just jealous of the mods. RTW mods already steal much of M2's thunder.



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