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  1. #1
    Boores's Avatar Laetus
    Join Date
    Jul 2007
    Location
    Vigo (Galicia,Spain)
    Posts
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    Default Ballistas

    Iīm trying to neutralize the atack factor of the ballistas only against buildings. I donīt find where is that factor.

    Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
    ; stat_pri From left to right
    ; attack factor
    ; attack bonus factor if charging
    ; missile type fired (no if not a missile weapon type)
    ; range of missile
    ; amount of missile ammunition per man
    ; Weapon type = melee, thrown, missile, or siege_missile
    ; Tech type = simple, other, blade, archery or siege
    ; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
    ; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
    ; Optional. Name of effect to play when weapon fires
    ; Min delay between attacks (in 1/10th of a second)
    ; Skeleton compensation factor in melee. Should be 1



    ;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
    ;then the secondary weapon details refer to their attacks. If the unit has missile weapons
    ;the secondary weapon will be the one used for melee

    type Roman Ballista
    dictionary Roman_Ballista ; Ballista
    category siege
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier Roman_Ballista_Crew, 8, 3, 1
    officer roman_guards
    officer roman_guards
    officer roman_guards
    engine ballista
    attributes sea_faring, hardy, can_withdraw, artillery
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 3, 3, no, 0, 0, melee, artillery_mechanical, piercing, knife, 20, 1.8
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 70, 3, ballista, 180, 30, siege_missile, artillery_mechanical, piercing, none, 10, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr ap, bp, launching
    stat_pri_armour 4, 4, 0, leather
    ;stat_armour_ex 4, 0, 0, 0, 4, 0, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 9, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 470, 270, 190, 170, 370, 4, 90
    armour_ug_levels 1
    armour_ug_models Roman_Ballista_Crew
    ownership venice, milan, slave
    era 0 venice, milan
    era 1 venice, milan
    ;unit_info 6, 0, 8


    The data i posted is of Invasio Barbarorum II Mod of Kingdoms Expansion.

  2. #2
    Boores's Avatar Laetus
    Join Date
    Jul 2007
    Location
    Vigo (Galicia,Spain)
    Posts
    11

    Default Re: Ballistas

    wall
    {
    level 4
    siege_tower_size large
    wall
    {
    full_health 3000
    battle_stats flammability_none impact_damage_high (Change it for low)
    localised_name wall


    from descr_walls.txt

  3. #3
    Boores's Avatar Laetus
    Join Date
    Jul 2007
    Location
    Vigo (Galicia,Spain)
    Posts
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    Default Re: Ballistas

    from descr_projectile.txt

    projectile ballista
    effect large_arrow_trail_set
    end_effect large_arrow_explode_set
    end_man_effect man_impact_small_set
    end_package_effect wall_impact_small_set
    end_shatter_effect large_arrow_explode_set
    end_shatter_man_effect man_impact_small_set
    end_shatter_package_effect wall_impact_small_set

    damage 10 HERE IT ISSSSS!!!!
    damage_to_troops 5
    radius 0
    mass 0.8
    accuracy_vs_units 0.005
    accuracy_vs_buildings 0.05
    accuracy_vs_towers 0.025
    min_angle -30
    max_angle 35
    velocity 60
    ;bounce 0.5 0.6 0.5 0.4
    body_piercing
    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

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