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  1. #1

    Icon1 A Logical Suggestion

    i see the sugggestion thread is closed, so I decided to make a realistic suggestion.



    Like in DLV 6, they turned off fire arrows, and if TATW could do the same, i'd be happy. i never like the burning of siege towers (ally or enemy), and I want to kill them all and not have a siege cut short.

    Thank you for reading...

  2. #2
    MasterBigAb's Avatar Valar Morghulis
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    Default Re: A Logical Suggestion

    Quote Originally Posted by kingman1337 View Post
    i see the sugggestion thread is closed, so I decided to make a realistic suggestion.



    Like in DLV 6, they turned off fire arrows, and if TATW could do the same, i'd be happy. i never like the burning of siege towers (ally or enemy), and I want to kill them all and not have a siege cut short.

    Thank you for reading...
    But it would be very unrealistic...
    I don't think they would wait until the enemy is on their walls to kill them all, i think they would try to keep the enemy out without suffer a high loss...

  3. #3

    Default Re: A Logical Suggestion

    You can simply not use FAs during sieges.

  4. #4
    MasterBigAb's Avatar Valar Morghulis
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    Default Re: A Logical Suggestion

    Quote Originally Posted by Jean=A=Luc View Post
    You can simply not use FAs during sieges.
    I think he meant the towers ?!?
    They always shoot with fire arrows at siege wappons...

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    Default Re: A Logical Suggestion

    The fire arrows in TA:TW look a bit... Pixely to me... It's odd.
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  6. #6
    JuL14n's Avatar Centenarius
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    Default Re: A Logical Suggestion

    Quote Originally Posted by Nazgul-Killer View Post
    The fire arrows in TA:TW look a bit... Pixely to me... It's odd.
    maybe turning on anti-aliasing would help out a bit

    And why doesen't the ram start to burn while 1200 accurate eldar archers use fire arrows on it
    for couple of minutes?
    The ram was about 20 meters away from my gate, and I sent my general out for chasing away the unit holding the ram, took about 5 minutes and my eldar archers where firing at
    the ram all the time, soon they picked up the ram again with another unit. And got trought my gates,
    I lost 88 elves just because of that.

  7. #7

    Default Re: A Logical Suggestion

    yeah,when you pause the game you can see big black squares behind them
    Then, as throngs of his enemies bore down upon him and one of his followers said, "They are making at thee, O King," "Who else, pray," said Antigonus, "should be their mark? But Demetrius will come to my aid." This was his hope to the last, and to the last he kept watching eagerly for his son; then a whole cloud of javelins were let fly at him and he fell.

    -Plutarch, life of Demetrius.

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  8. #8

    Default Re: A Logical Suggestion

    @ JuL14n - Medieval Rams used to have stuff put on them to stop them catching on fire and so the rams were difficult to set ablaze IIRC.
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  9. #9
    JuL14n's Avatar Centenarius
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    Default Re: A Logical Suggestion

    Quote Originally Posted by kai View Post
    @ JuL14n - Medieval Rams used to have stuff put on them to stop them catching on fire and so the rams were difficult to set ablaze IIRC.
    Yes but 1200 arrows for 15-20 volleys, the ram would be covered up by flaming arrows.
    Anyway good answer. Something tells me that, M2TW:K made it harder to set the rams inflame,
    because of that oil-function.
    Last edited by JuL14n; May 06, 2009 at 05:45 PM.

  10. #10
    rsslcs's Avatar Senator
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    Default Re: A Logical Suggestion

    That's the truth. To take it a step further, the VERY big roman legions would build a massive fortification when besieging a city out of wood, with animal hide covers, to stop the thing from burning. It was used for centuries. Right, History is over, Please bring in my essay about The Roman army tomorrow, have a nice day (srry, I felt like saying that..)

  11. #11
    rsslcs's Avatar Senator
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    Default Re: A Logical Suggestion

    It also seems that when the AI attack, their ram is immune to any sort of damage, but when I attack a city, 1 regiment of free archers will set the ram ablaze!! Soooo.. why is that?

  12. #12
    Coeur de Lion's Avatar Ordinarius
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    Default Re: A Logical Suggestion

    there are significant descrepincies with the rams methinks....I was trying to get a particular result of a battle for an AAR I'm writing, so I played the same seige about 6 times and the ram burnt on 2 occasions when it was about 100yeards away from the wall, all the other times, with exactly the same archer configuration and firing pattern, it got to the gates. Strange!!!

    Also, the AI was shot to pieces when I destroyed the ram as well, they just didn't know how to get into the city.

  13. #13

    Default Re: A Logical Suggestion

    i see the sugggestion thread is closed, so I decided to make a realistic suggestion.



    Like in DLV 6, they turned off fire arrows, and if TATW could do the same, i'd be happy. i never like the burning of siege towers (ally or enemy), and I want to kill them all and not have a siege cut short.

    Thank you for reading...
    Its very easy to do. Just go to descr_projectiles.txt and delete every entry that has flaming...

    for example, you'd have:

    Spoiler Alert, click show to read: 
    projectile tower_ballista
    effect large_arrow_trail_set
    end_effect large_arrow_explode_set
    end_man_effect man_impact_small_set
    damage 1
    damage_to_troops 5
    radius 0
    mass 0.05
    accuracy_vs_units 0.05
    accuracy_vs_buildings 0.0001
    min_angle -30
    max_angle 70
    velocity 60
    ;bounce 0.5 0.6 0.5 0.4
    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

    projectile tower_flaming_ballista
    flaming tower_ballista
    effect flaming_ballista_projectile_set
    end_effect ground_fiery_impact_ballista_set
    end_man_effect man_impact_explosive_small_set
    end_package_effect wall_impact_fiery_ballista_set
    end_shatter_effect ground_fiery_impact_ballista_set
    end_shatter_man_effect man_impact_explosive_small_set
    end_shatter_package_effect wall_impact_fiery_ballista_set
    effect_offset 1.0
    damage 6
    damage_to_troops 5
    radius 0
    mass 0.05
    accuracy_vs_units 0.04 ;This effects siege towers
    accuracy_vs_buildings 0.05
    fiery
    min_angle -60
    max_angle 70
    velocity 60
    ;bounce 0.5 0.6 0.5 0.4
    display aimed 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


    Just delete (the second part):

    Spoiler Alert, click show to read: 
    projectile tower_flaming_ballista
    flaming tower_ballista
    effect flaming_ballista_projectile_set
    end_effect ground_fiery_impact_ballista_set
    end_man_effect man_impact_explosive_small_set
    end_package_effect wall_impact_fiery_ballista_set
    end_shatter_effect ground_fiery_impact_ballista_set
    end_shatter_man_effect man_impact_explosive_small_set
    end_shatter_package_effect wall_impact_fiery_ballista_set
    effect_offset 1.0
    damage 6
    damage_to_troops 5
    radius 0
    mass 0.05
    accuracy_vs_units 0.04 ;This effects siege towers
    accuracy_vs_buildings 0.05
    fiery
    min_angle -60
    max_angle 70
    velocity 60
    ;bounce 0.5 0.6 0.5 0.4
    display aimed 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 that for every projectile you want to delete fire arrows for, or fire secondary for any sort of seige gear. Save and close. For example, the tower_flaming_ballista above controls the flaming ballista projectiles that the towers shoot at seige gear.

  14. #14
    Withwnar's Avatar Script To The Waist
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    Default Re: A Logical Suggestion

    Quote Originally Posted by rsslcs View Post
    It also seems that when the AI attack, their ram is immune to any sort of damage, but when I attack a city, 1 regiment of free archers will set the ram ablaze!! Soooo.. why is that?
    Quote Originally Posted by Coeur de Lion View Post
    there are significant descrepincies with the rams methinks....I was trying to get a particular result of a battle for an AAR I'm writing, so I played the same seige about 6 times and the ram burnt on 2 occasions when it was about 100yeards away from the wall, all the other times, with exactly the same archer configuration and firing pattern, it got to the gates. Strange!!!
    Ah, glad to hear this. I noticed it too. I found that I could not burn the ram with a lot of Silvan archers firing at it for a decent length of time. I thought: "oh well, maybe you just can't do that in this mod". I send a ram and the enemy's single (weak) archer unit burns it in two volleys. Maybe three. "Now that," I thought, "is unfair."

    I was starting to think that you needed armour piercing arrows (which none of my Silvans do). Maybe that "weak" enemy unit wasn't as weak as I remember. Come to think of it they were pretty accurate. Also, they were shooting from the ground, standing about level with the second tower along the wall. I don't see how that would make a difference but strange that these guys weren't on the wall, being archers and all. Maybe the AI knows something that I don't?
    Last edited by Withwnar; May 10, 2009 at 07:56 AM.

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