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Thread: Bug FIX: ballista/cannon tower bug

  1. #41

    Default Re: Bug FIX: ballista/cannon tower bug

    I don't see anything like that as far as chaingun arrows go. I see flaming ballista ordinance wreaking death and havoc upon the hapless foe, but no arrow storm unless it's from my own guys? Mind you a low end wall might just have arrow towers, which is what you are seeing maybe, I am late in the campaign and my walls are all upgraded.
    In Australia they call me "Didyabringyabeeralong".
    Grand Knight Commander of the Most Military Order of Congealed Snot.

  2. #42

    Default Re: Bug FIX: ballista/cannon tower bug

    Quote Originally Posted by Combat Wombat View Post
    I don't see anything like that as far as chaingun arrows go. I see flaming ballista ordinance wreaking death and havoc upon the hapless foe, but no arrow storm unless it's from my own guys? Mind you a low end wall might just have arrow towers, which is what you are seeing maybe, I am late in the campaign and my walls are all upgraded.
    I dont know why it only seems to do this to me.
    So i removed the mod and the "arrow" towers settled down.

    I'll just have live with the ballista/cannon tower bug for the time being.

  3. #43

    Default Re: Bug FIX: ballista/cannon tower bug

    then what makes it a batch file ?
    its just a text file now so it doesn't opens a dos box but just the text file:$
    how do i change the txt file into a bat file...?
    Last edited by Prophed; January 13, 2007 at 04:58 AM.

  4. #44
    Sacc's Avatar Tiro
    Join Date
    Jan 2007
    Location
    Buffalo, NY
    Posts
    299

    Default Re: Bug FIX: ballista/cannon tower bug

    Ya know bugs like this should never have occured and should have deffinitly been fixed in 1.1.

    I thought I was just dumb or something. I built balista and cannon towers asap when conquering lands in the east to protect against the dammed timurid elephants. But after spending all the money and wasting valuable construction turns I never noticed a difference.

    If this doesn't make it into 1.2 those guys seriously f'd up.

    Thanks btw
    Pentium C2Q 9550 OC'd at 3.4, nvidia 780i, 6gb ddr2 800 ram, EVGA 260 core216, OCZ 700 psu, Samsung 22"

  5. #45

    Default Re: Bug FIX: ballista/cannon tower bug

    it doesnt seem working.
    okay, im an unpack user, i havent done any mod to the game, i just want to see what are the traits and ancillaries, so i keep the orginial copy of script_wall.txt as a backup, then put the downloaded wall.txt into my data folder, since it says i dont have to restart a new campaign, so i continued with my saved game. they still shooting cannon balls UNLESS ive dmged the tower and repaired the walls after ive taken the city myself, then it will start shooting regular arrows.

  6. #46
    Kylan271's Avatar Domesticus
    Join Date
    Jul 2007
    Location
    Vietnam
    Posts
    2,235

    Default Re: Bug FIX: ballista/cannon tower bug

    When you get piled on by Timurids or Mongols in your city/castle,you definately notice a problem with your gun towers not working,lol. Apprecite the patch I can defend myself better now!

  7. #47

    Default Re: Bug FIX: ballista/cannon tower bug

    erm... how do you make a batch file? What are you suppose to name it?!

  8. #48

    Default Re: Bug FIX: ballista/cannon tower bug

    Right, I did this according to instructions, my reward is the game crashing when i am preparing my forces on the real time map. what the ****? I suppose I am using a "vanilla cop"? It means the original retail version right?

  9. #49

    Default Re: Bug FIX: ballista/cannon tower bug

    I have a question. Is the total number of tower upgrades hard coded to 3? I tried adding a fourth level. I edited the necessary building files (EDB, EDB_enums, ui building pics, text descriptions (no descr_building_battle, since "tower" only had a single entry)) and can build the new towers with no problem. Only thing is, even though I set the new towers at tower_level 4, on the battle map, they still fire as if they were tower_level 3. I edited descr_wall to include a new level, and even created a new descr_projectiles, but still no effect. Any clues?

  10. #50

    Default Re: Bug FIX: ballista/cannon tower bug

    I ran unpack all but i cant find "dscr_walls" anywhere in my data directory
    what is the mymod thing and how do i use it
    also, what does the unpacker do?

  11. #51

    Default Re: Bug FIX: ballista/cannon tower bug

    Amazing mate. Thanks a million!

    Quote Originally Posted by zxiang1983 View Post
    After partly solving the 2h axe bug, this was the most annoying bug for me then. It took me a whole afternoon to find out where the problem lies in and how to fix them, though finally it appears to be quite simple


    So here it is(See attachment)

    Installation:
    1)download the attachment(descr_walls.txt) or you can download it here:
    http://www.twcenter.net/forums/showthread.php?t=74501

    2)
    a. If you are using the mod switch, simply put this file in your mymod\data\ folder.

    b. If you are the unpacker user, then replace the file with the same name in \Medieval II Total War\data directory. always make a backup

    c. If you want to play vanilla version, put the descr_walls.txt in your Medieval II Total War\data directory. and create a batch file in your Medieval II: Total War folder. In the batch file add the following line:

    medieval2.exe --io.file_first

    Save the batch file and then launch Medieval II: Total War using the newly created batch file.

    If you have any problem please let me know




    for those who are not familiar with this bug:

    The ballista/cannon tower in M2TW is bugged.
    For ballista towers, they shoot arrows instead of ballista bolts in large city and fire cannon balls in huge city.
    For cannon towers, they always fire ballista bolts instead of cannon balls in citadel.

    In a word, I bet you guys have never seen a city tower fire ballista bolts, nor a citadel tower fire cannon balls . And it leads to a funny results: huge city even have better defence than citadel, cuz connon tower in citadel won't work.

    Now they are fixed.


    Edit: It should be compatible with other MODs, since it seems no modder have ever touched this file. And you don't have to start your campaign over again.

  12. #52

    Default Re: Bug FIX: ballista/cannon tower bug

    I know thisis an even oldter thread but I need that descr file. Can yu uploaded it again or anyone can do it for me please ?

  13. #53

    Default Re: Bug FIX: ballista/cannon tower bug

    Edit for my previous message (which has a terrible English due to some typing mistakes please delete it)

    I know this is an even older thread but I still need that file (descr_walls) can you upload it or if anyone has it please upload the file

  14. #54
    The_Federation's Avatar Foederatus
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    Default Re: Bug FIX: ballista/cannon tower bug

    Wow, fixing bugs I never even noticed. Very nice

  15. #55

    Default Re: Bug FIX: ballista/cannon tower bug

    Sorry to bring this up after it's been dormant for so long (I figured it would be better than starting a new topic for the same thing) but I couldn't find the answer to "Kittenslayer"'s question. If I don't do a batch file, then which file contains descr_walls.txt so I can just take that file from v1.2 (which doesn't work for me) and overwrite the file in v1.0?

  16. #56

    Default Re: Bug FIX: ballista/cannon tower bug

    EDIT: (Sorry, can'y find the edit post option) The origional attachment is no longer up, the link only loops back to this thread

  17. #57

    Default Re: Bug FIX: ballista/cannon tower bug

    Howdy. This bug has been driving me crazy for the last week, and seeing as this is the only mention of it I can find, and the solution being broken nowdays, I tried to fix it myself.
    I have managed to get it working, thanks to knowing that the bug was contained in the "descr_walls" only, from OP.

    Since links do break eventually, I am just going to try to explain how to fix your own file, its very easy:

    If you open your "descr_walls" file, and scroll down, you will see a description of each wall level in the game. With it, a check for each tower type (or level) can be seen, such as this:


    level
    {
    stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 1250
    fire_rate normal 1500 1250
    fire_rate large 1500 1250
    fire_rate huge 1000 1250
    }

    As far as I understand, the "level" part at the top of each tower check, looks into what tower "level" you have on a settlement. Arrow towers are level 1, ballista towers are level 2, and cannon towers are level 3, as far as the game is concerned.

    The problem is, there are only some tower types on each wall tier. So, for example, huge walls only have the check for ballista and cannon towers. As such this is why huge city walls only shoot cannon shots once they get the ballista upgrade, since the first one, or the one attributed to level 1, are ballistas, and the second one are cannons. So if you have the ballista upgrade, the game puts the second check in the battle map, which in this case are cannon towers.

    Now to the point. To fix your own file, simply make sure that wall levels 3 and 4 (each has its own block of text, and wall levels are mentioned next to their siege tower size), each have all three tower types inside their block, in order. So, each one should have the arrow tower check, the ballista check, and the cannon check, from first to last, and each check being symilar to the block I pasted up top. So, for example, your level 4 wall should look something like this:

    wall
    {
    level 4
    siege_tower_size large


    wall
    {
    full_health 2000
    battle_stats flammability_none impact_damage_high
    localised_name wall
    }
    gateway
    {
    full_health 2000
    battle_stats flammability_none impact_damage_high
    localised_name gateway
    huge_wooden
    huge_reinforced
    huge_iron
    }
    tower
    {
    full_health 1000
    control_area_radius 30
    manned 1
    battle_stats flammability_none impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 1250
    fire_rate normal 1500 1250
    fire_rate large 1500 1250
    fire_rate huge 1000 1250
    }


    level
    {
    stat 40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
    stat_attr no
    shot_sfx TOWER_BALLISTA_FIRING
    fire_angle 45


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4500 6500
    fire_rate normal 3000 5500
    fire_rate large 2000 4500
    fire_rate huge 1500 3000
    }



    level
    {
    stat 40, 0, bombard_shot, 290, 10, siege_missile, artillery_gunpowder, piercing, cannon_tower, 80, 1
    stat_attr no
    shot_sfx CANNON_FIRING
    fire_angle 45


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 20000 16000
    fire_rate normal 16000 16000
    fire_rate large 14000 16000
    fire_rate huge 12000 16000
    }
    }
    }

    That is all. Mine works just fine. I dont really understand where citadels are mentioned in the file, but doing just this fixes them too. I have the impression that wall level 3 corresponds both to large cities and citadels, and that is why huge cities and citadels didnt work the same before fixing them.

    Hope this lets someone as annoyed at this bug as me, be a little less annoyed.

  18. #58

    Default Re: Bug FIX: ballista/cannon tower bug

    I have just now realized I could have just pasted my file, so here goes:


    ;
    ; Gates: model plus left and right gate models, offsets and sizes.
    ; Assumed the gates face outward along Z.
    ; NO double gates, please.
    ; Using none anywhere here means the items are simply ignored.
    ;
    ; Gate types: wooden; reinforced; iron.
    ; Short gate - wooden only
    ; Medium gate - all three
    ; Huge gate - all three
    ;
    ; Valid sounds are: none, knife, sword, spear, axe, mace, club, arrow_tower and ballista_tower
    ;


    gates
    {
    gate short_wooden
    {
    full_health 100
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    gate medium_wooden
    {
    full_health 100
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }




    gate huge_wooden
    {
    full_health 150
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    gate medium_reinforced
    {
    full_health 150
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    gate huge_reinforced
    {
    full_health 200
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }




    gate medium_iron
    {
    full_health 200
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    gate huge_iron
    {
    full_health 250
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    }


    ; SHORT WOODEN WALLS
    wall
    {
    level 0
    siege_tower_size too_small


    wall
    {
    full_health 125
    battle_stats flammability_medium impact_damage_high
    localised_name wall
    }


    gateway
    {
    full_health 10
    battle_stats flammability_medium impact_damage_high
    localised_name gateway
    projectile_impacts_all_hit_gate
    short_wooden ; Just one type allowed!
    }
    tower
    {
    full_health 60
    control_area_radius 30
    manned 1
    battle_stats flammability_medium impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 12, 0, arrow, 100, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 2000 1250
    fire_rate normal 1500 1250
    fire_rate large 1000 1250
    fire_rate huge 750 1250
    }
    }
    }


    ; TALL WOODEN WALLS
    wall
    {
    level 1
    siege_tower_size small


    wall
    {
    full_health 250
    battle_stats flammability_medium impact_damage_high
    localised_name wall
    }


    gateway
    {
    full_health 10
    battle_stats flammability_medium impact_damage_high
    localised_name gateway
    projectile_impacts_all_hit_gate
    medium_wooden
    medium_reinforced
    medium_iron
    }
    tower
    {
    full_health 125
    control_area_radius 30
    manned 1
    battle_stats flammability_medium impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 2000 1250
    fire_rate normal 1500 1250
    fire_rate large 1000 1250
    fire_rate huge 750 1250
    }
    }
    }


    ; SMALL STONE/TOWN WALLS
    wall
    {
    level 2
    siege_tower_size medium


    wall
    {
    full_health 500
    battle_stats flammability_none impact_damage_high
    localised_name wall
    }
    gateway
    {
    full_health 500
    battle_stats flammability_none impact_damage_high
    localised_name gateway
    medium_wooden
    medium_reinforced
    medium_iron
    }
    tower
    {
    full_health 250
    control_area_radius 30
    manned 1
    battle_stats flammability_none impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 2000 1250
    fire_rate normal 1500 1250
    fire_rate large 1000 1250
    fire_rate huge 750 1250
    }
    }
    }


    wall
    {
    level 3
    siege_tower_size medium


    wall
    {
    full_health 1500
    battle_stats flammability_none impact_damage_high
    localised_name wall
    }
    gateway
    {
    full_health 1500
    battle_stats flammability_none impact_damage_high
    localised_name gateway
    medium_wooden
    medium_reinforced
    medium_iron
    }
    tower
    {
    full_health 750
    control_area_radius 30
    manned 1
    battle_stats flammability_none impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 1250
    fire_rate normal 1500 1250
    fire_rate large 1500 1250
    fire_rate huge 1000 1250
    }


    level
    {
    stat 40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
    stat_attr no
    shot_sfx TOWER_BALLISTA_FIRING
    fire_angle 45


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4500 6500
    fire_rate normal 3000 5500
    fire_rate large 2000 4500
    fire_rate huge 1500 3000
    }

    level
    {
    stat 40, 0, bombard_shot, 290, 10, siege_missile, artillery_gunpowder, piercing, cannon_tower, 80, 1
    stat_attr no
    shot_sfx CANNON_FIRING
    fire_angle 45


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 20000 16000
    fire_rate normal 16000 16000
    fire_rate large 14000 16000
    fire_rate huge 12000 16000
    }
    }
    }


    wall
    {
    level 4
    siege_tower_size large


    wall
    {
    full_health 2000
    battle_stats flammability_none impact_damage_high
    localised_name wall
    }
    gateway
    {
    full_health 2000
    battle_stats flammability_none impact_damage_high
    localised_name gateway
    huge_wooden
    huge_reinforced
    huge_iron
    }
    tower
    {
    full_health 1000
    control_area_radius 30
    manned 1
    battle_stats flammability_none impact_damage_high
    localised_name tower

    ; as in descr_unit.txt
    level
    {
    stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
    stat_attr no
    shot_sfx TOWER_ARROW_FIRING
    fire_angle 90


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 1250
    fire_rate normal 1500 1250
    fire_rate large 1500 1250
    fire_rate huge 1000 1250
    }


    level
    {
    stat 40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
    stat_attr no
    shot_sfx TOWER_BALLISTA_FIRING
    fire_angle 45


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4500 6500
    fire_rate normal 3000 5500
    fire_rate large 2000 4500
    fire_rate huge 1500 3000
    }



    level
    {
    stat 40, 0, bombard_shot, 290, 10, siege_missile, artillery_gunpowder, piercing, cannon_tower, 80, 1
    stat_attr no
    shot_sfx CANNON_FIRING
    fire_angle 45


    ; unit size reload_ms flaming_reload_ms
    fire_rate small 20000 16000
    fire_rate normal 16000 16000
    fire_rate large 14000 16000
    fire_rate huge 12000 16000
    }
    }
    }

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