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Thread: Siege Weapons Aiming Angle

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  1. #1

    Default Siege Weapons Aiming Angle

    First time getting to actually play the Lithobolos in RS2. At first I was hyped at the look of how its angle its alot higher than the onager... only to realize it doesn't really have any difference besides its looks. Or atleast I dont notice one.

    is there a ...value, number text piece that can change the angle of which the projectile gets fired from the artillery piece?.


    Long story short. I basically dont build stone walls in any city I can. I literally dont go beyond wooden wall unless the city starts with it. Because the best defense is 10 units supported by 3 artillery pieces. Haven't been playing RS2 long enough to get lithobolos or the stone throwing thing. Until now.

    Wanted to know if I could make the projectile's firing angle be raised maybe around 15 to 20 degrees making it go right over the wall with ease. I made the mistake of assuming the lithobolos since they looked like they do would have a projectile exiting angle far higher than the onager so I built stone walls and over... when the first stone throwing and lithobolos came out I was of course shocked to realized they are just onagers in diff skins. Needless to say the easy city defense I usually planned is no longer viable due to the stone walls.

    So yeah... any number I can change to icnrease the projectile's exit angle?

  2. #2

    Default Re: Siege Weapons Aiming Angle

    Have a look in data/descr_projectil_new.txt
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    Patron of ybbon66.

  3. #3

    Default Re: Siege Weapons Aiming Angle

    Awesome... are there any instructions soemwhere around here? I tried looking up "descr_projectil_new.txt" only find was this topic . Not sure if I am looking at the min angle... max angle? Or dos velocity makes it go higher?

  4. #4

    Default Re: Siege Weapons Aiming Angle

    Min and max angle are obvious.
    Velocity is the speed of the missile. So yes, if the missile is quicker, it should go higher.
    So in your case you might want to change both max angle and velocity; just do some tests, and you'll see what the best.

    There is no tutorial on the file that I could found.
    Under the patronage of apple.
    Patron of ybbon66.

  5. #5

    Default Re: Siege Weapons Aiming Angle

    mmm. I've tried switching the min and maximum angle but I dont understand how they even work. The min angle starts at 0 the max starts at around 70 -80.

    I've tried increasing the min angle by 2. Anything up to 8 has the same exiting trajectory as 0. When I pass to 9 the rocks shoot nearly straight up into the air.

    I've tried lowering the maximum angle to no effect.

    I'm modifying this one.

    Activision\Rome - Total War\Data\descr_projectile_new
    Last edited by Spartas Julius; June 05, 2011 at 02:43 AM.

  6. #6

    Default Re: Siege Weapons Aiming Angle

    You are using custom battles?
    If yes, that's the one.
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    Patron of ybbon66.

  7. #7

    Default Re: Siege Weapons Aiming Angle

    Wait... they both dont change for campaign? I've only been testing it on custom battles. When it comes to campaign is a different folder?.

    Whichever the case might be I dont seem to be making any effect. Like I said I increased the min angle up to 8 in intervals of 2. And the shots sometimes go straight front into the ground. If I pass from 8 to 9 all of the shots shoot nearly in a 90* angle. Looks like the US Army Paladin artillery system in development today lol.

    I've tried lowering the max angle by half. from 70 to 35, from 80 to 40. nothing. Everything seems to be fine.

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