Pretty sure it's okay in 16_07_B. That's the latest I have and have done a lot of techtree stuff with that or the version prior.
Pretty sure it's okay in 16_07_B. That's the latest I have and have done a lot of techtree stuff with that or the version prior.
If that's the only breach point isn't that actually sensible behaviour?
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AI should fall back towards plaza when certain amount of walls/breaches are lost. Have a look at the battle ai txt file.
Also check, I think it's 'settlement mechanics' txt file , there's a lisg of which settlement types use the defence points, you might have to add some (castles?)
I'm not at PC for a while so can't look up the files.
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config_ai_battle.xml
has a section after this
which should govern which bits they defend and how it assesses threat levels etc.<!-- settlement defense stage control -->
<stage-configuration>
that section also includes the 'defend_streets' bit which has this;
in the vanilla xml which I think means the defence points (and street defence section) aren't used for castle>citadel - unless you change thatCode:<permitted-settlements> <!-- forts --> <fort>1</fort> <!-- castles --> <motte_and_bailey>1</motte_and_bailey> <wooden_castle>1</wooden_castle> <castle>0</castle> <fortress>0</fortress> <citadel>0</citadel> <!-- cities --> <village>1</village> <town>1</town> <large_town>1</large_town> <city>1</city> <large_city>1</large_city> <huge_city>1</huge_city> </permitted-settlements>
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Sorry, forgot to mention that the settlement is a huge_city. They were all set to 1 already anyway.
Found a way to stop the AI from sending units to the breach though:
I changed it to 0. It doesn't seem to have a negative impact on the AI in other settlements.Code:<!-- configuration for how units are assigned in this stage --> <assignment> <!-- defend the top x breach points. sorted by descending breach threat --> <breaches>4</breaches>
Question.
We removed everything from the southern European city except the walls, the towers, and the gate, and renamed it all to Northern European.
This is a huge city
Everything works - the textures and the city plan are replaced. But ... The towers remained north. Why the models of the towers have not changed (they differ from the north and south).
Moreover, the towers automatically change in the southern city (although we did not touch it - vanilla).
I have a question - can you make unique towers and walls for every culture in the game?
Or do you need to come up with new cultures (replace the original ones)? There were such examples?
I'm completely confused by this question! AFAIK all the model bits for the towers are within the .world file - it's not going to pick up other bits from other model shapes from other cultures. Are you sure what you're seeing isn't a texture difference? as the textures have faction variants and possibly culture variants for winter etc, and that might be showing up for the towers whereas the walls still look similar????
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I'll drop this file here
This is a huge city - northern Europe.
Model taken from southern Europe. It has only walls, gates, towers and buildings from the tree buildings.
If you open this file in IWTE, you will see the shape of the towers.
If you open this city in the game (custom battles) - towers north. But the city itself has changed.
What is the reason?
I can not find the answer.
https://drive.google.com/open?id=1ej...DN8p4rckYSLWSF
Ahhh - I think it's just that the un-upgraded arrow slot towers look the same in NE and SE (?)
The IWTE 3d view shows all the tower stages superimposed.
When you go into custom battle, in the screen where you select the huge city, also change 'Defences' from Level 1 to Level 3 (or 2) - then you should get the tower shapes with the domes.
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Hello!
I can’t force the towers to shoot and the gates to pour oil.
Added through the menu change fire slot to towers all items (picture):
(made three levels of towers - 0, 1 and 2)
also made for gatehouse (fig2)
for the gate building prescribed perimeter. For the towers, the perimeter was not prescribed.
Passages inside these buildings did not.
The gate works, but the towers do not shoot and oil does not flow.
Units stand outside the gate.
![]()
@ Jukoman
Please send me your files
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Yup - will try and look tomorrow
EDIT; have started looking and I think the issue is you can't get troops close enough to the flag/point center to activate them properly
Last edited by makanyane; November 06, 2018 at 07:05 AM.
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And if you move the flag closer to the back of the gate?
Tried that and lowering the flag height - neither worked - I think it might be using the center of the tower, instead of the manually set flag position - the towers will fire if you use
in descr_walls.txt so it's not troop activatedCode:tower { full_health 3500 control_area_radius 30 manned 0
I can't get the oil to work on that basis though...
am currently messing around with the raised deployment blocks/links/doors to see if I can trigger it
EDIT; if anyone else is reading this - do you know if you have to have a deployment area on top of a gatehouse for it to fire?
EDIT2: will come back to this but a bit stumped at the moment - I did at one stage get the towers to activate by moving the flags backwards and down AND having a deployment 'balcony' half way up the gatehouse linked to the other walls/doors - you obviously don't want a deployment balcony there though!(and that didn't make the oil fire anyway)
Last edited by makanyane; November 06, 2018 at 09:46 AM.
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I did not succeed