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Thread: Amending Balista Towers ==>UPDATE 12feb10<==

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  1. #1

    Default Amending Balista Towers ==>UPDATE 12feb10<==

    Could someone show me how to amend the ballista towers in terms of shooting speed/accuracy. I find them rather under powered.

    Also anyway of getting them to prioritise shooting at siege towers, etc, rather than troops all the time?


    MY RECENT UPDATES MODIFYING TOWER DEFENCE VALUES
    AFFECTING descr_walls.txt

    ==>UPDATE 6feb10<==
    See post #19 for amended file

    ==>UPDATE 12feb10<==
    See post #24 for amended file
    This mod is more agressive if not quicker than 6feb10 update
    Last edited by yobi_uk; February 11, 2010 at 07:19 PM. Reason: amended file added

    The Gentle Touch Of A Woman's Hand Can Soothe The Tempest Of A Man's Heart Especially If They Cook Something Tasty
    =========================================================

  2. #2
    Baron Samedi's Avatar Citizen
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    Default Re: Amending Balista Towers

    Quote Originally Posted by yobi_uk View Post
    Could someone show me how to amend the ballista towers in terms of shooting speed/accuracy. I find them rather under powered.
    You need to edit their stats in descr_projectile.txt located in ...\Medieval II Total War\mods\Third_Age\data. They are here:
    Spoiler Alert, click show to read: 

    Code:
    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

    I don't know what values exactly might be appropriate so you might need to experiment a bit with the values for accuracy (I guess 1 is the max).

    Quote Originally Posted by yobi_uk View Post
    Also anyway of getting them to prioritise shooting at siege towers, etc, rather than troops all the time?
    This is not possible.
    Under the patronage of MasterBigAb

  3. #3

    Default Re: Amending Balista Towers

    Quote Originally Posted by Baron Samedi View Post
    You need to edit their stats in descr_projectile.txt located in ...\Medieval II Total War\mods\Third_Age\data. They are here:
    Spoiler Alert, click show to read: 

    Code:
    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

    I don't know what values exactly might be appropriate so you might need to experiment a bit with the values for accuracy (I guess 1 is the max).


    This is not possible.

    They always target siege equipment from what I have seen, as long as it is manned. The main problem is when its not manned, it doesnt try to shoot it. For instance, if you sally a unit and hit the units pushing the tower, they leave the tower to chase you. Only problem is towers don't keep shooting the siege tower, so AI comes back and its unharmed. Would be nice to be able to aim them...

  4. #4
    Civis
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    Default Re: Amending Balista Towers

    Quote Originally Posted by tallstark View Post
    Would be nice to be able to aim them...
    This. Once had a ballista tower kill 100 of my fountain guards on the wall in Isenguard. I was wondering why they were taking such hideous casualties for a unit of that strength when they were fighting snaga coming up ladders, and only latter realized that the stupid AI was shooting them in the back.

  5. #5
    Zakkeh's Avatar Laetus
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    Default Re: Amending Balista Towers

    I'm really not sure why people complain about never killing siege units...As Isengard, with Ballista towers and about 4 snaga archer units with fire arrows, I demolished a siege tower and a ram before they got anywhere near my gates...

  6. #6

    Default Re: Amending Balista Towers

    Sure it's possible but it is pure luck. You can't plan to destroy a siege tower because it only works randomly.

  7. #7
    Baron Samedi's Avatar Citizen
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    Default Re: Amending Balista Towers

    You could increase the ignition rate of siege engines though, so that it increases the probability it catch a flame.
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  8. #8
    Civis
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    Default Re: Amending Balista Towers

    Or you could try keeping a treb inside your city walls. If the positioning is right (and you are willing to kill your own men) you can take down siege towers with a couple nice shots. I have even been able to hit a ram once or twice, as the stones arched down. Then again, Ive also blown out my own gate like that, so its not suggested.

  9. #9

    Default Re: Amending Balista Towers

    i find ballista towers a tincy but overpowered if u asked me, they seem to always light up my rams and towrs before they get to the wall or gate, i think there should be catapault towers, lower the streanth or ballista towers and have a catapault tower next that fire catapault ammo, with the caoding and what naught, just have a catapault on top of the tower, that doesnt seem impossible
    Wil you play the game? the game of thrones.

  10. #10

    Default Re: Amending Balista Towers

    Quote Originally Posted by FOR GONDOR View Post
    i find ballista towers a tincy but overpowered if u asked me, they seem to always light up my rams and towrs before they get to the wall or gate, i think there should be catapault towers, lower the streanth or ballista towers and have a catapault tower next that fire catapault ammo, with the caoding and what naught, just have a catapault on top of the tower, that doesnt seem impossible
    Well in the 3rd film Return of the King, they had catapults/trebs, and even ballistas firing from the walls.

    The AI seem to be more lucky in igniting yours, but I find when I fight off a siege, no matter how many archers I have using fire arrows them bloody things keep coming then I'm over-run by orcsies.

    I did run into the coding that made the siege towers more flammable but if you could remind me again where it was would be grateful.

    EDIT: Many thanks Baron Samedi
    Last edited by yobi_uk; February 02, 2010 at 05:40 PM.

    The Gentle Touch Of A Woman's Hand Can Soothe The Tempest Of A Man's Heart Especially If They Cook Something Tasty
    =========================================================

  11. #11
    Civis
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    Default Re: Amending Balista Towers

    It is possible to put trebs on the wall if there is room? Because every so often I find this nice flat square of stone, and im like "woot, treb spot!" but the one time I tried it didnt work. There was clearly enough room...

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  13. #13
    Maiden_Ante's Avatar Semisalis
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    Default Re: Amending Balista Towers

    Something I've noticed is that in larger castles (Citadel I guess?) the ballista towers of the 2nd and 3rd wall inside the 1st one never shoots. I don't know why...

  14. #14

    Default Re: Amending Balista Towers

    Quote Originally Posted by Maiden_Ante View Post
    Something I've noticed is that in larger castles (Citadel I guess?) the ballista towers of the 2nd and 3rd wall inside the 1st one never shoots. I don't know why...
    Did you man your towers? Because you have to.

  15. #15
    Muffer Nl's Avatar Praefectus
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    Default Re: Amending Balista Towers

    You have to place units close enough to them to 'man' them.


  16. #16
    Navajo Joe's Avatar SS Forum Moderator
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    Default Re: Amending Balista Towers

    Maiden Ante,

    Your defending units must be in the proximity of the Tower, on an adjacent wall, at the base of the tower, you can tell if the tower will fire, because it should have a flag over it. This also applies to the gatehouse for the boiling oil to be deployed. I make the point of placing missile units on the walls, so the towers can engage, as the scum come over the wall, they retreat to the next wall. This way you keep them under constant missile barrage from the walls.

    NJ
    Last edited by Navajo Joe; February 05, 2010 at 09:23 AM.





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  17. #17

    Default Re: Amending Balista Towers

    All that, varies. You can have a battle where the towers are 100% accurate, and every shot is successful, and the ram may reach 47% damage and still survive. Or you could have a battle where they always miss, except for 3 times, enough to get it to 12% and burn it. Both happen to me equally frequently.
    Commander, the time has come.

    Execute Order 66.

  18. #18

    Default Re: Amending Balista Towers

    didn't you guys hear what Gandalf said? At the siege of Minas Tirith

    "Not at the towers! Aim for the trolls! Kill the trolls! Bring them down!"
    "you are soldiers of Gondor, no matter what comes through that gate you will stand your ground!"

  19. #19

    Default Re: Amending Balista Towers ==>UPDATE 6feb10<==

    ==>UPDATE 6feb10<==

    I've amended some data so the towers (not only w/Ballista upgrade) would fire more quickly. Not overly, but enough so that it feels more like defending towers.

    Still needs tweaking so anyone with a better know-how please feel free. Kindly share withe rest of us.

    (Creds to the XAI team.)
    Last edited by yobi_uk; February 06, 2010 at 11:39 AM. Reason: spelling errrr...er...rors...

    The Gentle Touch Of A Woman's Hand Can Soothe The Tempest Of A Man's Heart Especially If They Cook Something Tasty
    =========================================================

  20. #20

    Default Re: Amending Balista Towers ==>UPDATE 6feb10<==

    i still think catapaulty towers would be pretty cool, because at those two giant towers at the catsle gate, you could easilly fit a catapault there, we could have it only for castles two
    Wil you play the game? the game of thrones.

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