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Thread: Boiling oil in vanilla MTW2?

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  1. #1

    Default Boiling oil in vanilla MTW2?

    Exactly. Maybe someone searched this problem and knows the propely answer.
    Is there possibility to activate boiling oil in vanilla version of MTW2?

  2. #2
    irishron's Avatar Cura Palatii
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    Default Re: Boiling oil in vanilla MTW2?

    Kingdoms.exe only.

  3. #3

    Default Re: Boiling oil in vanilla MTW2?

    nice...

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Boiling oil in vanilla MTW2?

    You could try to run my Bare Kingdoms with the medieval2.exe instead of the kingdoms.exe - it contains all those files.










  5. #5

    Default Re: Boiling oil in vanilla MTW2?

    I've tryed. No effect. I think it is a matter of ma huge EDB.

  6. #6

    Default Re: Boiling oil in vanilla MTW2?

    I have checked and medieval2.exe has the feature i guess but i don't how to put it in use anymore.
    I did work on it a very long time ago and managed to get it when i was transferring my mod into kingdoms based but i have forgotten how i did it.

    And as Gigantus mentioned it has to be the text files from kingdoms. And i remember correctly i had to out the the term gatehouse in the descr_walls.txt manually but other than that i don't know what to say.

  7. #7

    Default Re: Boiling oil in vanilla MTW2?

    I've tryed to do it a long time ago too, but not succesfull in my case.
    Anyway you've gived me hope and maybe i'll try to do it again

  8. #8

    Default Re: Boiling oil in vanilla MTW2?

    The game doesn't recognise gatehouse from descr_walls. Does it need something else?

  9. #9
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Boiling oil in vanilla MTW2?

    I guess you are talking about this error message:

    23:14:41.244 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/descr_walls.txt, at line 228, column 5
    Expected }, found gatehouse
    Gatehouse is the part of the building that throws the oil. It appears that it is hardcoded in the exe - I compared the 'gatehouse' entry in both EXEs and there are certainly more entries in the kingdoms exe










  10. #10

    Default Re: Boiling oil in vanilla MTW2?

    So, there is no way to make it?
    No byways?
    And it screaming something about no_ae_on_ram It's expecting "radius"
    Where no_ae_on_ram can be coded?
    Last edited by attyla; October 05, 2010 at 12:58 PM.

  11. #11

    Default Re: Boiling oil in vanilla MTW2?

    Quote Originally Posted by Gigantus View Post
    I guess you are talking about this error message:



    Gatehouse is the part of the building that throws the oil. It appears that it is hardcoded in the exe - I compared the 'gatehouse' entry in both EXEs and there are certainly more entries in the kingdoms exe
    Like i said it was done a very long time and thats when i got frustrated by the medieval2.exe limitations.
    And then it happened i found the Holy Grail:--->
    Spoiler Alert, click show to read: 
    Gig's BareKingdoms.(kingdoms.exe based)

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Boiling oil in vanilla MTW2?

    Guess this is it:

    You want oil, you need kingdoms.










  13. #13

    Default Re: Boiling oil in vanilla MTW2?

    Hey Gigantus i haven't slept all night thats why i going to ask a bit crazy question which i think might be possible.
    In siege battles when a Ram gets under the gate house Oil is spilled over it but the damage done is not that much.
    So is it possible to like increase the damage i mean not completely destroy (burn) it but a considerable damage.

    I think it's possible in some descr_engine.txt or desr_walls.txt file or something.

  14. #14
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Boiling oil in vanilla MTW2?

    Well, a ram was designed to withstand that kind of attack (oil).

    You could reduce the engine_health value in descr_engines, but I am not sure if it actually gets affected at all by the oil (it is flammable - ignition by flaming arrows).










  15. #15

    Default Re: Boiling oil in vanilla MTW2?

    ehhhhh
    you are ruthless...
    You are killing me...

    As you wish. i've started to rebuild my EDB
    and it's a huge work...
    so, to the work

  16. #16

    Default Re: Boiling oil in vanilla MTW2?

    @attyla
    Good luck mate.

    Quote Originally Posted by Gigantus View Post
    Well, a ram was designed to withstand that kind of attack (oil).

    You could reduce the engine_health value in descr_engines, but I am not sure if it actually gets affected at all by the oil (it is flammable - ignition by flaming arrows).
    Ok i'll look into it.
    Yes it's vulnerable to flamming arrows i got very lucky a few times.

  17. #17

    Default

    Silly question:
    I'm during translatimg my mod to kingdoms language I already moved all of my units to kingdoms, but aone of them behaving "a little" weird. It's polish version of NE Bodyguard. I's missiles cavalry using javelins (something like polish nobles). After the moving this unit stopped use javelines. I mean: the icon on controls belt looks correct, but soldiers do not throwing them javelines.
    can you look at this? Maybe you can see something i missed:
    EDU:
    type POL Bodyguard
    dictionary POL Bodyguard ; Drużyna ksičżêca
    category cavalry
    class missile
    voice_type Heavy
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier Polish_Nobles, 16, 0, 1
    mount heavy horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, start_not_skirmishing, power_charge, command, general_unit, general_unit_upgrade
    formation 2, 4.4, 3, 6, 3, square
    stat_health 1, 0
    stat_pri 15, 3, javelin, 55, 6, thrown, missile_mechanical, piercing, spear, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr ap, thrown
    stat_sec 5, 5, no, 0, 0, melee, melee_blade, piercing, sword, 25, 0.7
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 7, 8, 18, metal
    ;stat_armour_ex 5, 7, 0, 0, 8, 4, 4, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 5
    stat_ground 0, -2, -4, 0
    stat_mental 9, normal, trained
    stat_charge_dist 45
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1020, 250, 120, 95, 800, 4, 200
    armour_ug_levels 2, 3
    armour_ug_models POL_Bodyguard, POL_Bodyguard_ug1
    ownership poland, slave
    era 0 poland
    era 1 poland
    ;unit_info 11, 10, 17
    and modeldb:
    13 pol_bodyguard
    1 4
    57 unit_models/_Units/EN_Lmail_Hmail/pol_bodyguard_lod0.mesh 121
    57 unit_models/_Units/EN_Lmail_Hmail/pol_bodyguard_lod1.mesh 900
    57 unit_models/_Units/EN_Lmail_Hmail/pol_bodyguard_lod2.mesh 2500
    57 unit_models/_Units/EN_Lmail_Hmail/pol_bodyguard_lod3.mesh 6400
    2
    6 poland
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_poland.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    44 unit_sprites/poland_Polish_Nobles_sprite.spr
    5 slave
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_rebels.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    43 unit_sprites/slave_Polish_Nobles_sprite.spr
    2
    6 poland
    59 unit_models/AttachmentSets/Final Slavic_poland_diff.texture
    59 unit_models/AttachmentSets/Final Slavic_poland_norm.texture 0
    5 slave
    58 unit_models/AttachmentSets/Final Slavic_slave_diff.texture
    58 unit_models/AttachmentSets/Final Slavic_slave_norm.texture 0
    1
    5 Horse
    15 MTW2_HR_Javelin
    13 MTW2_HR_Sword 2
    23 MTW2_HR_Javelin_Primary
    14 fs_test_shield 2
    18 MTW2_Sword_Primary
    14 fs_test_shield 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    i've already found the bug.
    Last edited by Ishan; October 06, 2010 at 11:31 AM. Reason: double post

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