Results 1 to 20 of 20

Thread: Glitchy Custom settlement

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Glitchy Custom settlement

    Well first of all the custom settlement are amazing, very nicely done and splendid (just look at Minas tirith from the pelenor fields .
    However there's something that can break this feeling : it's the positionning of troops because of the right click.
    When i try to order my troops to go to a certain location of the settlement i can't right click on the location : the mouse is a red cross like if this wasn't an accessible location. But most of the time it is an accessible location (a bridge, a road...) (for exemple the bridge of Imlandris) but the game indicates me that i can't go there because it is considered as a buildings. But if i insist and try to moove the mouse to the location via different camera angle, the mouse quit its cross shape and allows me to right click on it and send units there. also if i approach my unit meter by meter (and i really mean meter by meter) the mouse also allows me to right click on the location. That's really annoying especially in minas tirith were sending and mooving units to the upper floor can be a real pain in the ass (and make me loose several minutes).


    PS : also Is it possible in Minas Tirith for the trebuchet and catapult positionned on the upper floor to fire on the units on the lower floor and outside the city (Like in the movies). That would be so cool.

  2. #2

    Default Re: Glitchy Custom settlement


  3. #3

    Default Re: Glitchy Custom settlement

    Quote Originally Posted by GueulEclator View Post
    PS : also Is it possible in Minas Tirith for the trebuchet and catapult positionned on the upper floor to fire on the units on the lower floor and outside the city (Like in the movies). That would be so cool.
    Yes, I did that in my first custom battle. One trebuchet on the 2nd and one on the 3rd level, they were able to shoot a bit over the walls.

  4. #4

    Default Re: Glitchy Custom settlement

    Yes, I did that in my first custom battle. One trebuchet on the 2nd and one on the 3rd level, they were able to shoot a bit over the walls.
    so cool, were they able to shoot unit in the pelenor field?
    also did you have the same red cross mouse problem as me?

  5. #5

    Default Re: Glitchy Custom settlement

    1. Yes, but they didn't hit very often. But once I nearly destroyed their only ram.

    2. Yes, but not to the extend you described. Look for big free spaces ahead of an area where you want your unit, then make them halt while they move over it. (Perfect for bridges)
    And sometimes it helps to pull the formation so it forms a square. I have the feeling that this improves the chance your unit will actually be placed in those spots.

  6. #6

    Default Re: Glitchy Custom settlement

    Thanks, it works!
    Also did you place your trebuchet on a specific place of the second floor or any place of the second floor can be good for shooting enemies outside minas?

  7. #7

    Default Re: Glitchy Custom settlement

    I put it next to the 'ramps' that connect the 2nd with the 1st and 3rd level.
    I don't know if it works somewhere else as well. You'll certainly have to search a bit until you can place it.

  8. #8

    Default Re: Glitchy Custom settlement

    Yeah it works next to the ramps but not in the middle (i just tried and they were not firing). I don't know why they refuse in the middle... maybe because of some obstacle...

  9. #9

    Default Re: Glitchy Custom settlement

    just go into a custom battle and as the defenders, give yourself 20 units of trebuchets. when you click start deployment, they'll already be in every possible placement. it ends up being right in front of the gate, and by the ramps to the extreme left and right of each level, as well as the courtyard on the very top.

    the other thing is that if you max out the range on the trebuchets (I took it from 350 to 999), they are EXTREMELY effective from every level and can even hit the enemy at their spawn point. and that's from the second level!! I even had trebuchets firing from the courtyard on top and hitting enemy catapults below. it was exactly like the movie. simply epic. I'm going to try and figure out how to duplicate the gondor trebuchet and make a second unit that's only for city defense with horrible movement points and speed but maxed range. of course, if someone else knows how to do that it would be appreciated just as much.


  10. #10

    Default Re: Glitchy Custom settlement

    You cannot create a unit with no movement points on the campaign map.

    For duplication, simply copy and paste in the edu, then change the name.
    Next you go into the edb, copy the lines for Gondor trebuchets, replace the old unit name with the new one and possibly adjust some values.

  11. #11

    Default Re: Glitchy Custom settlement

    hey thanks for the tip!! I figured I'd have to replace a lot more than that, as in textures and such. and no, I don't want it to have NO movement points, I just want it to be impractical to take out of the city with an army. basically use it only to defend and only to defend minas tirith with. what would I have to do to limit it being trained only in that city?

  12. #12

    Default Re: Glitchy Custom settlement

    If you take everything over from the original trebuchet, you won't have to mess with textures.

    For the limitation of training just look in the edb how it was solved for fountain guards and copy and paste the condition to your trebuchet2 entries. ('and hidden_resource minas_tirith' or something along the lines, I think)

  13. #13

    Default Re: Glitchy Custom settlement

    found it: and hidden_resource minas_tirith

    any idea how to effect movement? or is that something that's worked into siege units from the vanilla game?

  14. #14

    Default Re: Glitchy Custom settlement

    and only issue I'm seeing is in the game instead of a name and description for the unit when I go to quick battle it says "unlocalised text" or something like that.

  15. #15

    Default Re: Glitchy Custom settlement

    Forgot about that one.
    Add some entries for your units name in data/text/export_units.txt

    You can only change campaign movement for all siege engines at once worldwide and that is nothing you want.

  16. #16

    Default Re: Glitchy Custom settlement

    yeah, that's what I was thinking when I didn't see a stat in the edu. any idea how to make taking the unit out of the city not a good idea? is there a way to play around with the garrison slots to make sure they go to the trebuchets, and then just jack up the upkeep a ridiculous amount?

  17. #17

    Default Re: Glitchy Custom settlement

    Sure, that's possible. Add free_upkeep_unit to your new trebuchet's attributes and strongly increase it's upkeep.

    You could also remove building damage, but then they would no longer be able to destroy enemy siege equipment as well, so I would just stick to your idea.

  18. #18

    Default Re: Glitchy Custom settlement

    ok, everything is set so far, as in I changed the stats, the name, and the description is showing up, but as I changed the dictionary entry, the icon for the unit is now a peasant. still looks like a trebuchet in battle, problem is just with the thumbnail. thanks a ton for the help, btw.

  19. #19

    Default Re: Glitchy Custom settlement

    Go into data/ui/units/gondor.
    There you copy the trebuchet.tga.
    Rename it to '#your_unit_name.tga'

    It should use the trebuchet picture in battle now.

    If you want to know more about this, look for unit cards in the wiki.

    Edit: I just did a custom Minas Tirith battle without any trebuchets or catapults as a defender, but there were still stone balls hurled at the mordor army below.
    I couldn't see were they were coming from.
    Yet I cannot find anything of it in descr_walls.txt.
    KK probably used some special IWTE trick.
    Last edited by Bungo Baggins; December 17, 2011 at 11:02 AM.

  20. #20

    Default Re: Glitchy Custom settlement

    I replaced my main mod folder to include your buildings file. I really can't thank you enough for the help.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •