Ahh, oops forgot to reply to first post sorry 

Originally Posted by
Falconwatch
Sorry for the double post, but another urgent issue just showed up for us, its with regard to importing stone forts,
which txt file do we need to edit and how do we write the pkg file for this since u said it's different last time.
I was assuming you were pre-placing them... in which case you need to change/check “descr_campaign_db.xml”
and have this in it - so they don't dissappear and generals can't build them
Code:
<destroy_empty_forts bool="false"/>
<can_build_forts bool="false"/>
<fort_fortification_level string="3"/>
you then want a pkg pointed to the path for your fort .world - the Name: entry inside the pkg should be something unique (in case you've been copying them) - so say something like "my_fort_4" and the Variant: should be the same name, and the Type: should be 'default_fort.
to place it/them, you add the forts just above the "script" line at the bottom of descr_strat.txt like;
region My_Province
farming_level 0
famine_threat 0
fort 309 129
my_fort_4 culture northern_european
I have another question although I'm not sure if this is the right place to post it, it's about siege AI.
Because some of our custom cities have unbreakable walls (no animation), is there anyway to let the siege attacket AI
to use their artillery to target the gate instead of walls? As it has no effects at all.
trouble is what they do normally is break the wall first, then if there's artillery left attack the gate, I'm not sure if that's changeable in the AI files - best ask elsewhere about that bit...
within the .world files you can change the wall breach type to 'blocked' which stops the AI firing artillery at it - unfortunately it also stops them sending ladders to it... which isn't really helpful!
if you want the wall to be able to be demolished you can make damaged models for it and just have it jumping between stages, and not animated (that's what we're going to do in PKH)
if you don't want it demolishable you could just have one damage state where it just looks a bit dented (but people don't fall off the top of wall, and attacker can't walk in) - then the artillery should move on to other targets... I'm not sure though if that might mess up the rest of the ai attack/defend decisions, it's probably something I should try to experiment with but not sure when I'll get to it.