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  1. #1

    Default Siege Tower Bug

    I have an odd bug that I never noticed in vanilla, or RTR 6.2

    It seems as though guys get stuck at the bottom of a siege tower, so the siege tower effectively becomes useless.

    This is what it looks like:



    Those guys just run around (getting shot by arrows too) but never enter the siege tower.

    When it happened to myself (this screenshot is the AI), I was able to "hack around it" by giving a move order on the ground and on the walls. A few guys would go in at a time. Though this was flawed too, as eventually my siege tower opened, but I didn't notice and I gave a move order on the ground. So all my guys went charging off the wall lemming style and killed themselves

  2. #2

    Default Re: Siege Tower Bug

    Yeah, that is the middle_tower used for large stone walls. It is a known issue. It has to do with the RTW v1.5 patch and not with the mod. I spent many hours trying to fix it and I tried every possible combination of values in the descr_engines and nothing really work for the middle tower. However, after some changes I think that we took it out of the heliopolis which is used for the epic stone walls. After many tests I didn`t had it with the changes that have already been included in RTRPE v1.6 AFAIK. I was talking just about the tower for the epic stone walls `cause the one for the large stone walls remains bugy. However, it does not happen every time so you might choose to ignore it. Sleepysmoo made an add-on for it, but what this does is that it replaces the large stone walls aspect with the one of regular dtone walls so they will use the regular/small siege tower which is not bugged. It was posted on the rtr forums. It is no longer uploaded becouse of the long rtr forums downtime, but I can upload it for you if you want. Quote:
    Hello all,

    With help from Florin80, I think I've come up with a solution to the siege wall bug, where units attacking
    large and epic stone walls with a siege tower would, instead of entering the tower when it reached the walls, just
    hung up at the entrance and *danced*, getting shot down by tower and gateway defenses.

    To do this, I've posted two fixes.

    IMPORTANT!!! The first fix is rather simple to do; but if you JUST want to use the first fix, for Epic Stone Walls, download the plain descr_engines file that is NOT included with the others in the pack.
    The descr_engines file in the pack is further modded to play a part in the second fix, for large stone walls, which is described further below.

    1) To fix Epic Stone Walls, I went into the descr_engines file in RTW/data, and changed two entries under
    the large siege tower category, or "heliopolis", which is used for attacking epic stone walls.
    I changed:
    engine_radius 12 from the initial 11
    engine_width 21 from the initial 19
    This fix has been tested, and the epic stone walls no longer seem to suffer from the bug.

    Again, the descr_engine I'm including in the pack HAS this first fix, but as it also is
    part of the second fix for large stone walls, it has a different entry for the MEDIUM siege tower too. I.E., if you use just this file, when you attack those huge large stone walls, your medium tower will be too small!!!

    I will post another descr engine file that JUST has this first fix in it, for those who don't want to fool with it themselves and don't want to use this second fix for large stone walls.

    2) To fix Large Stone walls, I have made a mod that includes the fix above, and mods the level 3, large stone walls, to LOOK graphically like the regular, first level stone walls, but are different in the following ways:
    The iron gate of large stone walls, instead of the reinforced gate of regular stone walls.
    Walls, towers, and gateway has hitpoints of large stone walls, instead of the much lesser hitpoints of regular stone walls. (I.E. are as hard to destroy, knock down, ect, as large stone walls).
    Animation of walls falling/crumbling, as regular stone walls. (This is to prevent a huge glitch of large stone walls crashing when the size of the wall is much lower).
    So, in a nutshell, this mod makes large stone walls look like the regular stone walls, but they are not as high and have different-looking towers. However, they are "reinforced" like large stone walls.
    This fix also enables the player to have a reason to build the large stone walls on the campaign map, instead of removing them totally from the game, as some are doing to get around this bug. smile.gif Now, you can experience the order and law bonus from building them in your city, and on the battle map, they still FUNCTION like large stone walls. smile.gif

    Also, the descr_engien file included in this mod pack is a "new" Medium Tower. Because the glitch in the siege tower bug actually centered around the Medium siege tower, I had to change the tower to the smaller, unbuggy one. Now, player/ai uses and sees the unbuggy small siege tower, but it still has the stats of the Medium one.
    The change in height was necessary because, as the modded large stone walls are not as high anymore, being the graphically lesser walls, the medium tower would be too high. So, now the unbugged small tower is used.
    Difference: Smaller, unbugged tower.
    Hitpoints, attack strength, ect, of the actual Medum Tower. (This "new" medium tower has the stats of the old medium tower, but looks smaller. This is to combat the increased strength of the modded
    lower stone walls).

    IMPORTANT! There is one small issue using this mod. It has been noticed, that as the siege tower becomes full of men, right before the platform lowers onto the walls, a man out of the unit, up to 2 or 3, will actually go THROUGH the platform before it is lowered, and jump onto the wall! *a.k.a. the matrix*
    HOWEVER, this isn't the whole unit. After one guy does this, the platform lowers, and the rest of the unit charges onto the wall. This isn't a play issue; it just looks a tad odd. However, it's very quick, and most people might not even notice this. It also might not happen everytime the mod is used. I'm just posting this in case some people have objections. It isn't that big a deal though smile.gif

    If this mod sounds right for you, download the .rar file posted in Rapidshare.
    If you want just the first fix, either edit the descr_engines file in RTW/Data, or use the plain descr_engines file I have posted.

    Edit: Before you install the mod be sure to backup the following file so you can revert the changes if you want to:

    in the folder "data" - the file "descr_engines"
    in the folder "data/descr_building_battle" the files:
    -"dbb_walls_eastern"
    -"dbb_walls_egyptian"
    -"dbb_walls_greek"
    -"dbb_walls_roman"


    Edit: Repacked files so that descr_building_battle is inside data folder, for ease of unzipping

  3. #3

    Default Re: Siege Tower Bug

    Does it work in the middle of a campaign?

    In any case, I'd appreciate it if you uploaded them Thanks.

  4. #4

    Default Re: Siege Tower Bug

    Quote Originally Posted by alanschu
    Does it work in the middle of a campaign?

    In any case, I'd appreciate it if you uploaded them Thanks.
    I think it does. Be sure to backup those files though. Just in case.
    I think this is the last version of the fix:
    http://rapidshare.de/files/30777212/..._v1.1.rar.html

  5. #5

    Default Re: Siege Tower Bug

    Is this fix included in the player1's Bug-fixer? If not, are they compatible - I mean, can I install this fix without interfering with the bug-fixer, since they both mod the same files

  6. #6

    Default Re: Siege Tower Bug

    What`s the player1's Bug-fixer ? And, anyway, no matter what it is, if they affect the same file they are not compatible. But, it they do not change the same entries in those files, then they can be included together(by including them manually in the same file).

  7. #7

    Default Re: Siege Tower Bug

    I think this problem is because the phalanx/spear troops are in "guard/defensive" formation. I have tried using siege towers with troops on guard and they never climbed in vanilla. Sorry if this has been posted as I'm busy
    Whoever gives nothing, has nothing. The greatest misfortune is not to be unloved, but not to love.
    -Albert Camus

  8. #8

    Default Re: Siege Tower Bug

    I thought the problem was resolved. Whats'up. Walrus, did you experienced any problems with that in RTR AE?


    CLICK THE SIG !!! ANCIENT EMPIRES ELYSIUM MOD FOR RTW BI. WAY TO THE THRONE MOD FOR MTW2

  9. #9

    Default Re: Siege Tower Bug

    Quote Originally Posted by limes
    I thought the problem was resolved. Whats'up. Walrus, did you experienced any problems with that in RTR AE?
    No. That was from Rome vanilla. Now with higher unit costs I siege the town into submission
    Whoever gives nothing, has nothing. The greatest misfortune is not to be unloved, but not to love.
    -Albert Camus

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