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  1. #1

    Default Siege weapons

    I like this mod very much, but i was wondering... Is it somehow possible to increase number of siege weapons (onagers, balistas, scorpions) per unit. Default is only 2, but can there be 3 or more siege weapons per crew?
    Last edited by Ceki; April 18, 2006 at 01:25 AM.

  2. #2
    DimeBagHo's Avatar Praeses
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    Default Re: Siege weapons

    Yes, it is possible. Take a look at the soldier lines in export_descr_units.txt. This is the line from East Onagers:

    Code:
    soldier          east_crew, 16, 2, 0.8
    The first number is the number of crew, the second number is the number of animals/chariots/machines/etc. The number of crew scales with unit size (with large units you get 32 crew for example) but the number of seige weapons does not scale.

  3. #3

    Default Re: Siege weapons

    I think the ammunition does not augment with the # of models, pay attention to that too.

  4. #4

    Default Re: Siege weapons

    Tried, and messed things up, pretty badly. I ain't for that... I ask cause I have downloaded a mod few months ago...in a meantime I formated HDD, and forgot to copy that mod. I had tried to find it again but with no succes...to be hones i can't recall what was name of the mod...
    Although u might consider to increase number of siege weapons in a unit...
    By the way mod is great, but is there any way to negate time limit in provincial campaign?
    And, why when I start with Julii, greeks have mighty army in southern Italy, but when I play with Cartage, Julii defeat greeks with ease...

  5. #5
    Protector Domesticus
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    Apr 2006
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    Default Re: Siege weapons

    That'd be Pyrrhus and his boys, I imagine. I seem to recall DBH mentioning at some point he was putting in a script that put that merry bunch there for Roman campaigns, for that bit of extra challenge.

  6. #6
    shadowarmy75's Avatar Biarchus
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    697

    Default Re: Siege weapons

    Go into the menu, go to options, turn off time limits.

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