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Thread: Any possibility of having onagers in RTR PE?

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  1. #1

    Default Any possibility of having onagers in RTR PE?

    I'm not into modding or some kind and i've read somewhere that onagers is hard coded or something.But is there a possibility that we can actually enable the onagers in RTR PE.I think it would be fun to have onagers added to the game where you have enemies coming at you to smash down your walls rather than having the enemies dishing out dozen of batterings ram/siege towers only to get burned nearing the walls.Just my thoughts.

  2. #2

    Default Re: Any possibility of having onagers in RTR PE?

    Quote Originally Posted by Betta
    I'm not into modding or some kind and i've read somewhere that onagers is hard coded or something.But is there a possibility that we can actually enable the onagers in RTR PE.I think it would be fun to have onagers added to the game where you have enemies coming at you to smash down your walls rather than having the enemies dishing out dozen of batterings ram/siege towers only to get burned nearing the walls.Just my thoughts.
    You`d have to introduce them yourself. They were removed from all the files I think.

  3. #3

    Default Re: Any possibility of having onagers in RTR PE?

    Hi Florin80.What are the files that needed changes for me to introduce the onagers?Can you kindly guide me into this?thanks.

  4. #4
    Invoker's Avatar Philosopher-King
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    Default Re: Any possibility of having onagers in RTR PE?

    Lestat did it for the newest version of Imperator II, though they're only availible after the Imperial reforms near the time of Augustus. I don't know exactly how to do it, but if you're good at modding detective work, you could check out the files to see what he did.
    Servant in the House of Siblesz under the Patronage of the fallen Crandar.

  5. #5

    Default Re: Any possibility of having onagers in RTR PE?

    Well, it`s very late here. I`m just gonna give you the basics now.
    EDU export_descr_unit located in Rome - Total War/data
    DMB descr_model_battle located in the same place
    export_descr_unit_enums located in the same place
    export_units located in Rome - Total War/data/text

    You have to make entries in the EDU like the ones from vanilla. Example:
    Code:
    type             carthaginian onager
    dictionary       carthaginian_onagers      ; Onagers
    category         siege
    class            missile
    voice_type       Light_1
    soldier          carthaginian_crew, 16, 2, 0.8
    engine           onager
    attributes       sea_faring
    formation        1.5, 1.5, 3, 3, 3, square
    stat_health      1, 0
    stat_pri         4, 2, no, 0, 0, melee, simple, piercing, knife, 25 ,1
    stat_pri_attr    no
    stat_sec         53, 2, boulder, 300, 30, siege_missile, blade, blunt, none, 25 ,1
    stat_sec_attr    ap, bp, area, launching
    stat_pri_armour  0, 3, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, 0, 0, 0
    stat_mental      4, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 720, 110, 80, 110, 720
    ownership        carthage, spain, numidia
    Take them from vanilla RTW.
    Then go in DMB and .... Wait! I think the entry in the DMB has what it needs (i.e. the right crew). I`m not sure. I think editing the EDU willl do it. I think that all the other files are still there from vanilla RTW. Try that. Sorry if I forgot anything.

    If someone has more time, please help him further.

  6. #6
    TiFlo's Avatar Semisalis
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    Default Re: Any possibility of having onagers in RTR PE?

    Hi Betta,

    Just follow what florin80 said about the EDU, and make sure the type, dictionary and soldier lines are filled up with the right faction names. Ie. for Romans you'd have something like this:
    HTML Code:
    type ---> roman onager
    dictionary ---> roman_onagers
    soldier ---> roman_crew
    You do not need to add anything into your DMB, since onagers, as other artillery models don't use a slot in it.

    If correctly done, you should have them working properly in game (custom battle). If you want them to be recruitable in campaign mode, you need to add an entry for them into your EDB (export_descr_building.txt).

    Hope this help :-)

  7. #7

    Default Re: Any possibility of having onagers in RTR PE?

    Code:
         militia_barracks
                }
            }
            militia_barracks requires factions { carthage, slave, } and building_present_min_level occupation occupation1 or factions { carthage, slave, } and not hidden_resource barbarian 
            {
                capability
                {
                    recruit "libyan spearmen" 0  requires factions { carthage, } and hidden_resource aor_punic
                    recruit "poeni infantry"  0  requires factions { carthage, } and hidden_resource aor_punic
                    recruit "carthaginian sacred band infantry"  0  requires factions { carthage, } and hidden_resource unit_carthage
    Picked a random one. Then add...(need sleep, hope florin80 takes this)
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