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Thread: Wulfgar's Ice Torque Map mod.

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  1. #1

    Default Re: Wulfgar's Ice Torque Map mod.

    Whoever advocated carriage ballistae in RTW must have been a big fan of this 60's TV show.


  2. #2

    Default Re: Wulfgar's Ice Torque Map mod.

    Quote Originally Posted by wulfgar610 View Post
    What would be nice would a be modded range of walls that duplicating what there was in reality. The standard stone wall was about as big as provincial walls got, but there were smaller stone walls.
    Although defending the central plaza can work quite well when exhaustion and fear affects the besiegers. Historically even a small number of defenders could keep a larger force at bay.
    That would indeed be very nice feature.


  3. #3
    Magister Militum Flavius Aetius's Avatar δούξ θρᾳκήσιου
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    Default Re: Wulfgar's Ice Torque Map mod.

    I know, I've been working on scripting the towers to shoot scorpion bolts, and scripting defensive bonuses when garrisoned to allow for small forces to hold out for longer. The walls of york and Lugo I planm to use as models for Walls in IBUR.

  4. #4

    Default Re: Wulfgar's Ice Torque Map mod.

    I find the tower fire a tad dull. At the moment I'm working an "add garrison" script.

    PHP Code:
    monitor_event FactionTurnStart FactionType empire_west
    and I_FactionBesieged empire_west
    if I_SettlementOwner Divodorum empire_west
    console_command create_unit Divodorum 
    "greek gastraphetes" 2 2 2 2
    console_command create_unit Divodorum 
    "rock throwing mob" 1 2 1 1
    console_command create_unit Divodorum 
    "rock throwing mob" 1 2 1 1
    console_command create_unit Divodorum 
    "rock throwing mob" 1 2 1 1
    console_command create_unit Divodorum 
    "rock throwing mob" 1 2 1 1
    end_if
    end_monitor 
    Using the Gastraphetes from XGM firing a heavy hand held bolt shooter that can be rested on the city battlements walls.

    Rock throwing mob developed from slingers given very short range.

    Now I have to figure out how to limit the garrison create to once per siege and delete units when the siege is over.

  5. #5
    Magister Militum Flavius Aetius's Avatar δούξ θρᾳκήσιου
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    Default Re: Wulfgar's Ice Torque Map mod.

    I'm gonna re-do the manuballista, so it becomes basically each one is a few guys with scorpions. They won't be labelled as Artillery but wil have the power of it.

  6. #6

    Default Re: Wulfgar's Ice Torque Map mod.

    Quote Originally Posted by Magister Militum Flavius Aetius View Post
    I'm gonna re-do the manuballista, so it becomes basically each one is a few guys with scorpions. They won't be labelled as Artillery but wil have the power of it.
    The minimum manpower is 6 in the EDU, this is still much more than the game siege engine with only one model firing.

    PHP Code:
    projectile scorpion

    effect        large_arrow_trail_set
    end_effect  large_arrow_explode_set
    damage        0
    damage_to_troops 2
    radius        0
    mass        3
    min_angle    
    -30
    max_angle    70
    velocity    90
    display        aimed particle_trail
    model        data
    /models_missile/missile_scorpion_bolt_high.CAS,  40.0
    model        data
    /models_missile/missile_scorpion_bolt_med.CAS,  80.0
    model        data
    /models_missile/missile_scorpion_bolt_low.CAS,  max 
    I replaced the hand held scorpion with the mini_ballista, with damage to troops of 1 instead of 2, but still with armor pierce and body pierce. A useful feature is the moral shock, troops shot at with artillery will soon rout when confronted with close fighting troops at the same time.
    The sad bit as far as BI goes is wall mounted engines were most likely a common tactic of a late empire struggling for manpower.

  7. #7
    Magister Militum Flavius Aetius's Avatar δούξ θρᾳκήσιου
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    Default Re: Wulfgar's Ice Torque Map mod.

    True, at Adrianople, after thwe Battle, one shot from a scorpio deterred the goths from attacking the city.

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