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  1. #1

    Default Minas Tirith and Hornburg

    Okay i know this is reported in the known bugs section, but I have seen people playing on multiplayer and it seems to work for them but obviously in single layer I get the the standard bug of the enemy spawning behind the hill when I have more than one army. I do want to play it with more than one as it will be a fun match so wondering how they got it to work on multiplayer?

    On a side note, if two armies attack me on the campaign at hornburg will the same bug happen because that would not be fun...
    Last edited by Veteraan; July 05, 2016 at 06:53 PM.

  2. #2
    Dutch-Balrog's Avatar Domesticus
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    Default Re: Minas Tirith and Hornburg

    You fixes have been applied to DaC and MOS afaik. Maybe dave4443 is playing vanilla TATW? If so installing the unofficial patch submod, or MOS or Dac that have it included should fix it.
    Last edited by Dutch-Balrog; July 05, 2016 at 07:07 PM.

  3. #3
    Withwnar's Avatar Script To The Waist
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    Default Re: Minas Tirith and Hornburg

    I don't have MOS or DAC but I tried it in both Alternative Patch 4.8 and FireFreak's DAC map for TATW3.2, and both have the same Hornburg problem as vanilla...



    It's not "behind the hill" but the second (AI controlled) army spawns behind the settlement up on top of the hill/cliff. Is that what we're talking about here?

  4. #4

    Default Re: Minas Tirith and Hornburg

    @Withwnar,

    That is exactly what we are talking about. I would be very eager to add that fix to ones repertoire. Don't suppose you also know the fix do you?

  5. #5
    Withwnar's Avatar Script To The Waist
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    Default Re: Minas Tirith and Hornburg

    Afraid not. I was hoping that it was fixed in those others so I could do the same thing for DCI Last Alliance.

    Quote Originally Posted by alreadyded View Post
    It is due to how the deployment zones are set up for each specific settlement layout, as well as the strat map tiles around the settlement.
    Can deployment zones be altered? I think they can for custom battles but I haven't seen anything in IWTE that lets us do it for settlements, other than zones for the defenders.

  6. #6

    Default Re: Minas Tirith and Hornburg

    I remember fixing this in a personal build a while back through the deployment zones, it is hardcoded that if two armies attack a settlement at the same time one will spawn infront of it and the other one in the back, no matter from what tile on they actually attack from the strat map. Only reinforcements will also come from their respective tiles on the battlemap.

    So the only things that affect these hardcoded deployment zones are either stratmap water from oceans/seas (Esgaroth uses this technique) or the defenders deployment zone, which can be changed in the IWTE.
    In my fixing attempt I extended the defenders deployment zone to cover all the area in the back of the settlement which actually forced both attacking armies (if two armies attacked) to spawn inside the same deployment zone infront of the settlement, since this was a somewhat not too clean fix I didnt want to provide it on the forums. Also I havent tested if/how it affects pathfinding for the attacking units.

    Found this screenshot:

  7. #7
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Minas Tirith and Hornburg

    Quote Originally Posted by xHolyCrusader View Post
    I remember fixing this in a personal build a while back through the deployment zones, it is hardcoded that if two armies attack a settlement at the same time one will spawn infront of it and the other one in the back, no matter from what tile on they actually attack from the strat map. Only reinforcements will also come from their respective tiles on the battlemap.

    So the only things that affect these hardcoded deployment zones are either stratmap water from oceans/seas (Esgaroth uses this technique) or the defenders deployment zone, which can be changed in the IWTE.
    In my fixing attempt I extended the defenders deployment zone to cover all the area in the back of the settlement which actually forced both attacking armies (if two armies attacked) to spawn inside the same deployment zone infront of the settlement, since this was a somewhat not too clean fix I didnt want to provide it on the forums. Also I havent tested if/how it affects pathfinding for the attacking units.

    Found this screenshot:

    That's it! Not shure if you also painted in blue the pathfinding of the areas where you don't want the armies to show up, but this is something doable to. The mountain heighs already make the terrain unpassable but sometimes the engine likes to mess up things.

    Anyway yes, you are on the right track, as far as I remember from my modding days.

  8. #8
    Silvan Heir's Avatar Libertus
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    Default Re: Minas Tirith and Hornburg

    Quote Originally Posted by xHolyCrusader View Post
    I remember fixing this in a personal build a while back through the deployment zones, it is hardcoded that if two armies attack a settlement at the same time one will spawn infront of it and the other one in the back, no matter from what tile on they actually attack from the strat map. Only reinforcements will also come from their respective tiles on the battlemap.

    So the only things that affect these hardcoded deployment zones are either stratmap water from oceans/seas (Esgaroth uses this technique) or the defenders deployment zone, which can be changed in the IWTE.
    In my fixing attempt I extended the defenders deployment zone to cover all the area in the back of the settlement which actually forced both attacking armies (if two armies attacked) to spawn inside the same deployment zone infront of the settlement, since this was a somewhat not too clean fix I didnt want to provide it on the forums. Also I havent tested if/how it affects pathfinding for the attacking units.

    Found this screenshot:
    Can someone post a step by step instruction on how to extend the area for deployment ?

  9. #9
    Dutch-Balrog's Avatar Domesticus
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    Default Re: Minas Tirith and Hornburg

    It is worth a try, giving that fix to the forums.

  10. #10
    Withwnar's Avatar Script To The Waist
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    Default Re: Minas Tirith and Hornburg

    Good one xHoly.

  11. #11
    Vifarc's Avatar Senator
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    Default Re: Minas Tirith and Hornburg

    Working bad feature is always better than a 'crash' (actual from the pc, or from the player like here to be able to quit), while waiting, even long, for better.
    Last edited by Vifarc; July 06, 2016 at 07:14 AM.
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  12. #12
    Withwnar's Avatar Script To The Waist
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    Default Re: Minas Tirith and Hornburg

    The pathfinding is already blocked out as you describe, in vanilla. Anything behind the building is a no-go area.

  13. #13
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Minas Tirith and Hornburg

    Quote Originally Posted by Withwnar View Post
    The pathfinding is already blocked out as you describe, in vanilla. Anything behind the building is a no-go area.

    Then it is about extendind the defenders deployment zone as Holycrusader said. I can't see any other solution.



    Don't take my sarcasm too serious guys, it is just that I've never been the same since the Massacre of Mineirão (the 7x1), and we just celebrated its second anniversary.

  14. #14
    Dutch-Balrog's Avatar Domesticus
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    Default Re: Minas Tirith and Hornburg

    Np Leo, just try to keep your sarcasm away from the forums.

  15. #15
    Silvan Heir's Avatar Libertus
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    Default Re: Minas Tirith and Hornburg

    So as far as we know there isn't a guide on how to implement this in MOS ?

  16. #16

    Default Re: Minas Tirith and Hornburg

    Anyone got a clue?

  17. #17
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Minas Tirith and Hornburg

    I don't know about these bugs, they should not he happening, it is something that can be fixed anyway.

    There once was a guy calleo leo.something who could fix this but he is gone now.

  18. #18
    Veteraan's Avatar TATW Local Moderator
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    Default Re: Minas Tirith and Hornburg

    Quote Originally Posted by leo.civil.uefs View Post
    I don't know about these bugs, they should not he happening, it is something that can be fixed anyway.

    There once was a guy calleo leo.something who could fix this but he is gone now.
    I understand you are having a bit of fun and I am all in favour of that , but dave4443 is asking a serious question here. Also not everybody will be aware of your "retired modder status", which would make it difficult to understand a post like you made here.

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  19. #19
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: Minas Tirith and Hornburg

    Quote Originally Posted by Veteraan View Post
    I understand you are having a bit of fun and I am all in favour of that , but dave4443 is asking a serious question here. Also not everybody will be aware of your "retired modder status", which would make it difficult to understand a post like you made here.
    I said that it can be fixed. It is a precious information.
    At the same time I said something like "If I was still a modder I would fix it maybe."

    As far as I remember there was not such problems in my submod as I fixed them from 3.2 vanilla. So the guys must be using any sub-mod as like DAC.

    As fot he humor I'm doing it for the sake of having fun myself, even if no one else gets it. Just ignore me.

  20. #20

    Default Re: Minas Tirith and Hornburg

    It is due to how the deployment zones are set up for each specific settlement layout, as well as the strat map tiles around the settlement. Are you using a submod?

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