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Thread: Permanent projectiles minimod for TATW 3.2 with better torch lightning. Compatible with BS mod compilation and MOS 1.12:)

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  1. #1

    Default Re: Permanent projectiles minimod for TATW 3.1 with better torch lightning. Compatible with BS mod compilation :)

    hey zax I tried your new file and it's working, I got a battle where the ennemy had 3 full stacks, over 6000 and I had 2000 archers...
    at the end of the battle, the FPS were very slow ^^

    anyway, still a problem of angle :
    when arrows are fired above the wall, they arrive on the floor as if the angle was 20° in spite of 75/90°.

    Also, when firing at the gate I can see arrows floating on nothing,
    another thing : catapults firing like mortars (so weird ^^) with the accuracy mod I think.
    and finally, do you know why there are so much problems with archers on walls and if I can fix them ?
    Example : Dol guldur, my stupid archers fire in the sky, at about 90°, in spite of firing very low, like -45° (or 315° if you prefer).

    Thanks !

  2. #2

    Default Re: Permanent projectiles minimod for TATW 3.1 with better torch lightning. Compatible with BS mod compilation :)

    Quote Originally Posted by Anorfwael View Post
    hey zax I tried your new file and it's working, I got a battle where the ennemy had 3 full stacks, over 6000 and I had 2000 archers...
    at the end of the battle, the FPS were very slow ^^

    anyway, still a problem of angle :
    when arrows are fired above the wall, they arrive on the floor as if the angle was 20° in spite of 75/90°.

    Also, when firing at the gate I can see arrows floating on nothing,
    another thing : catapults firing like mortars (so weird ^^) with the accuracy mod I think.
    and finally, do you know why there are so much problems with archers on walls and if I can fix them ?
    Example : Dol guldur, my stupid archers fire in the sky, at about 90°, in spite of firing very low, like -45° (or 315° if you prefer).

    Thanks !
    This mod only gives u permanent projectile, i haven't touched accuracy, nor fireing angles (vanilla values)
    To edit them, open descr_projectile.txt and see
    Code:
    ;///////////////////////////////////////////////////////////////////////////////////////
    projectile arrow
    ;///////////////////////////////////////////////////////////////////////////////////////
    effect            arrows_new_set
    end_effect                arrow_impact_ground_set
    end_man_effect            man_impact_tiny_set
    end_package_effect        arrow_impact_wall_set
    end_shatter_effect        arrow_impact_ground_set
    end_shatter_man_effect        man_impact_tiny_set
    end_shatter_package_effect    arrow_broken_impact_wall_set
    
    effect_offset    -1.5
    damage        0
    radius        0.1
    mass        0.05
    accuracy_vs_units        0.09    ;TATW 2.1 0.075
    affected_by_rain
    min_angle    -75
    max_angle    60
    velocity    20 48
    display        aimed
    effect_only
    entries in red are yours to edit
    Last edited by zax; April 15, 2012 at 02:02 PM.

  3. #3

    Default Re: Permanent projectiles minimod for TATW 3.1 with better torch lightning. Compatible with BS mod compilation and MOS 1.12:)

    shameless bump, MOS added, see 1st post

  4. #4
    Gondolin's Avatar Tiro
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    Default Re: Permanent projectiles minimod for TATW 3.1 with better torch lightning. Compatible with BS mod compilation and MOS 1.12:)

    I don't understand how I suppose to do this step:
    3) unpack mod\data archive into \Medieval II Total War\mods\Third_Age\data
    click yes when asked to overwrite
    Last edited by Gondolin; May 20, 2012 at 04:58 AM.

  5. #5

    Default Re: Permanent projectiles minimod for TATW 3.2 with better torch lightning. Compatible with BS mod compilation and MOS 1.12:)

    Compatible with the latest MOS?

    just wondering

  6. #6

    Default Re: Permanent projectiles minimod for TATW 3.2 with better torch lightning. Compatible with BS mod compilation and MOS 1.12:)

    i think this is already in MOS. you can see that since the arrows stick in the ground during battle.

  7. #7
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Permanent projectiles minimod for TATW 3.2 with better torch lightning. Compatible with BS mod compilation and MOS 1.12:)

    If you merge descr_projectile.txt it should be; the other files are fine.

    It's not in MOS no, as it slow down the game very much with all those arrows staying on the battlefield, it's just not worth it.

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  8. #8

    Default Re: Permanent projectiles minimod for TATW 3.2 with better torch lightning. Compatible with BS mod compilation and MOS 1.12:)

    Quote Originally Posted by Ngugi View Post
    If you merge descr_projectile.txt it should be; the other files are fine.

    It's not in MOS no, as it slow down the game very much with all those arrows staying on the battlefield, it's just not worth it.
    Actually even the descre_projectile.txt is updated for 1.3, so just replace everything and it will work.

    Also you can add it as a enable/disable future for PCs that can handle it . It is a nice little future to have for immersion and realism purposes.

    I havnt tried large battles with arrows flying everywhere so maybe you are right.

  9. #9
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Permanent projectiles minimod for TATW 3.2 with better torch lightning. Compatible with BS mod compilation and MOS 1.12:)

    Is that the current MOS v1.2 made 2012 the OP is refering to or the original MOS 1.2 made ages ago?
    Just making sure as I do not know when the MOS-submod was updated
    If the former that's

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  10. #10

    Default Re: Permanent projectiles minimod for TATW 3.2 with better torch lightning. Compatible with BS mod compilation and MOS 1.12:)

    I like your mod very much! It is a good idea to see arrows and projectiles sticking in the soil!

    I play Vanilla M2TW. I adopted your code and it works, except for the Javelins. Javelins are not displayed.
    In descr_effect_impacts.txt I found the following code and I changed the green lines:

    Code:
    effect javelin_ground_impact
    {
        type projectile
        {
    
            ;model        models_effects/ground_weapon_javelin_high.CAS
            model        models_effects/arrow_projectile_ground_impact.CAS
            ;model        models_effects/weapon_javelin_high.CAS
    
            ;sort_for_speed
            ;clr_adjust_by_ambient_intensity
    
            fade_time    3000
        }
    }
    When I use the 2nd green line, I clearly see arrows sticking in the soil. When I use the 1st I see nothing.
    The file ground_weapon_javelin_high.CAS is at the right place. I assume there is a problem with the .cas file.
    Please help. Is it right the file has 1KB only? The arrow_projectile_ground_impact.CAS has 3 KB.



    ***** EDIT ******
    Sorry, the directory with the textures was missing....all works good,now.
    My post is scrap.
    Last edited by Granatenwerfer; July 12, 2013 at 05:26 PM.

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