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Thread: Text for unmanned Siege Weapons

  1. #1

    Icon5 Text for unmanned Siege Weapons

    When you hover over an unmanned siege weapon it says the name (e.g. trebuchets) - and this is editable in shared.txt (e.g. {ST_TREBUCHETS}Trebuchets).

    However, I've made a custom siege weapon and can't find where to specify the {ST_ } part for it.

  2. #2
    paleologos's Avatar You need burrito love!!
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    Default Re: Unmanned Siege Weapons

    I don't understand the question.

  3. #3

    Default Re: Unmanned Siege Weapons

    Quote Originally Posted by paleologos View Post
    I don't understand the question.
    How can I get the custom siege engine to have its own name when I hover over it (when it's unmanned)?

  4. #4
    paleologos's Avatar You need burrito love!!
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    Default Re: Unmanned Siege Weapons

    Do you want it to be unmanned?

  5. #5

    Default Re: Unmanned Siege Weapons

    Quote Originally Posted by paleologos View Post
    Do you want it to be unmanned?
    It just seems a bit weird that it says "trebuchets" when you hover over it, when it's nothing like a trebuchet...

    And it does tend to be unmanned quite a lot.

  6. #6
    paleologos's Avatar You need burrito love!!
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    Default Re: Unmanned Siege Weapons

    I suspect it may have something to do with the name of the crew.
    Maybe if you make a new crew and name it after your engine it will work as you need.
    By the way, I would like to see a few screenshots of that engine, if it is not too much trouble.

  7. #7

    Default Re: Unmanned Siege Weapons

    Sorry it's "huge bombards" that is displayed, not "trebuchets" ( I got mixed up with my example xD )

    Spoiler Alert, click show to read: 








  8. #8
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Unmanned Siege Weapons

    It's linked to the engine (EDU entry) you are using:

    {ST_TREBUCHET}Trebuchet
    {ST_TREBUCHETS}Trebuchets
    {ST_BOMBARD}Bombard
    {ST_BOMBARDS}Bombards
    {ST_GRAND_BOMBARD}Grand bombard
    {ST_GRAND_BOMBARDS}Grand bombards
    {ST_HUGE_BOMBARD}Huge bombard
    {ST_HUGE_BOMBARDS}Huge bombards
    {ST_CULVERIN}Culverin
    {ST_CULVERINS}Culverins
    {ST_BASILISK}Basilisk
    {ST_BASILISKS}Basilisks
    {ST_CANNON}Cannon
    {ST_CANNONS}Cannons
    {ST_MORTAR}Mortar
    {ST_MORTARS}Mortars
    {ST_SERPENTINE}Serpentine
    {ST_SERPENTINES}Serpentines
    {ST_ROCKET_LAUNCHER}Rocket launcher
    {ST_ROCKET_LAUNCHERS}Rocket launchers
    {ST_RIBAULT}Ribault
    {ST_RIBAULTS}Ribaults
    {ST_MONSTER_RIBAULT}Monster ribault
    {ST_MONSTER_RIBAULTS}Monster ribaults
    Last edited by Gigantus; March 11, 2018 at 07:40 AM.










  9. #9

    Default Re: Unmanned Siege Weapons

    Quote Originally Posted by Gigantus View Post
    It's linked to the engine (EDU entry) you are using:

    {ST_TREBUCHET}Trebuchet
    {ST_TREBUCHETS}Trebuchets
    {ST_BOMBARD}Bombard
    {ST_BOMBARDS}Bombards
    {ST_GRAND_BOMBARD}Grand bombard
    {ST_GRAND_BOMBARDS}Grand bombards
    {ST_HUGE_BOMBARD}Huge bombard
    {ST_HUGE_BOMBARDS}Huge bombards
    {ST_CULVERIN}Culverin
    {ST_CULVERINS}Culverins
    {ST_BASILISK}Basilisk
    {ST_BASILISKS}Basilisks
    {ST_CANNON}Cannon
    {ST_CANNONS}Cannons
    {ST_MORTAR}Mortar
    {ST_MORTARS}Mortars
    {ST_SERPENTINE}Serpentine
    {ST_SERPENTINES}Serpentines
    {ST_ROCKET_LAUNCHER}Rocket launcher
    {ST_ROCKET_LAUNCHERS}Rocket launchers
    {ST_RIBAULT}Ribault
    {ST_RIBAULTS}Ribaults
    {ST_MONSTER_RIBAULT}Monster ribault
    {ST_MONSTER_RIBAULTS}Monster ribaults

    This doesn't seem to be right? Or maybe I've done it wrong?
    Spoiler Alert, click show to read: 









    I think it maybe has something to do with this line?
    Spoiler Alert, click show to read: 



  10. #10
    paleologos's Avatar You need burrito love!!
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    Default Re: Unmanned Siege Weapons

    Code:
    type             NE Catapult
    dictionary       NE_Catapult      ; Catapult
    category         siege
    class            missile
    voice_type       Heavy
    banner faction   main_missile
    banner holy      crusade
    soldier          NE_Catapult_Crew, 16, 2, 0.8, 0.30
    officer         northern_captain
    engine           catapult
    attributes       sea_faring, hardy, can_withdraw, artillery
    formation        1.5, 1.5, 3, 3, 3, square
    stat_health      1, 2
    stat_pri         1, 1, no, 0, 0, melee, artillery_mechanical, piercing, knife, 15, 1
    stat_pri_attr    no
    stat_sec         55, 3, catapult, 300, 30, siege_missile, artillery_mechanical, blunt, none, 0, 1
    stat_sec_attr    ap, bp, area, launching
    stat_pri_armour  3, 3, 0, leather
    stat_sec_armour  0, 0, flesh
    stat_heat        1
    stat_ground      0, 0, 0, 0
    stat_mental      11, disciplined, highly_trained
    stat_charge_dist 6
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 600, 150, 90, 70, 400, 4, 100
    armour_ug_levels 1
    armour_ug_models NE_Catapult_Crew
    ownership        england,  norway, scotland, hre, france, denmark, portugal, spain, aragon, venice, milan, sicily, eastern_european, greek, papal_states, teutonic_order, jerusalem
    era 0            northern_european, southern_european
    era 1            northern_european, southern_european
    recruit_priority_offset    -20
    Like I said before try creating a new troop type called "greekfirecannon_Crew" and mod your game accordingly.
    Just to rule this out.


    Also I would love to see the piece being modeled like in the picture below (if it is not too much trouble):

    Spoiler Alert, click show to read: 





    At least change the texture color to bronze.
    Last edited by paleologos; March 11, 2018 at 08:58 AM.

  11. #11

    Default Re: Unmanned Siege Weapons

    Quote Originally Posted by paleologos View Post
    Code:
    type             NE Catapult
    dictionary       NE_Catapult      ; Catapult
    category         siege
    class            missile
    voice_type       Heavy
    banner faction   main_missile
    banner holy      crusade
    soldier          NE_Catapult_Crew, 16, 2, 0.8, 0.30
    officer         northern_captain
    engine           catapult
    attributes       sea_faring, hardy, can_withdraw, artillery
    formation        1.5, 1.5, 3, 3, 3, square
    stat_health      1, 2
    stat_pri         1, 1, no, 0, 0, melee, artillery_mechanical, piercing, knife, 15, 1
    stat_pri_attr    no
    stat_sec         55, 3, catapult, 300, 30, siege_missile, artillery_mechanical, blunt, none, 0, 1
    stat_sec_attr    ap, bp, area, launching
    stat_pri_armour  3, 3, 0, leather
    stat_sec_armour  0, 0, flesh
    stat_heat        1
    stat_ground      0, 0, 0, 0
    stat_mental      11, disciplined, highly_trained
    stat_charge_dist 6
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 600, 150, 90, 70, 400, 4, 100
    armour_ug_levels 1
    armour_ug_models NE_Catapult_Crew
    ownership        england,  norway, scotland, hre, france, denmark, portugal, spain, aragon, venice, milan, sicily, eastern_european, greek, papal_states, teutonic_order, jerusalem
    era 0            northern_european, southern_european
    era 1            northern_european, southern_european
    recruit_priority_offset    -20
    Like I said before try creating a new troop type called "greekfirecannon_Crew" and mod your game accordingly.
    Just to rule this out.


    Also I would love to see the piece being modeled like in the picture below (if it is not too much trouble):

    Spoiler Alert, click show to read: 





    At least change the texture color to bronze.
    Still no luck :/


    And you're right - they would look a lot better bronze, thanks.

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Unmanned Siege Weapons

    After following up on the descr_engine hint I am convinced that the text reference is to 'class' in descr_engines, not 'engine' in EDU.

    Especially when looking at this default\vanilla entry:
    Code:
    type                great_bombard
    culture                all
    class                grand_bombard
    Only 'grand' is in shared.txt.
    Last edited by Gigantus; March 11, 2018 at 10:24 AM.










  13. #13

    Default Re: Unmanned Siege Weapons

    Quote Originally Posted by Gigantus View Post
    After following up on the descr_engine hint I am convinced that the text reference is to 'class' in descr_engines, not 'engine' in EDU.

    Especially when looking at this default\vanilla entry:
    Code:
    type                great_bombard
    culture                all
    class                grand_bombard
    Only 'grand' is in shared.txt.
    Same, but when I change the class entry to something new I get a CTD when I start the battle using the unit.

  14. #14
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Unmanned Siege Weapons

    Well, the class has to exist. Seeing that it appears to be hard coded (see pic) I guess you can't add more classes.











  15. #15

    Default Re: Unmanned Siege Weapons

    Quote Originally Posted by Gigantus View Post
    Well, the class has to exist. Seeing that it appears to be hard coded (see pic) I guess you can't add more classes.


    Aahhhh thank you! I would +rep if I could

  16. #16
    paleologos's Avatar You need burrito love!!
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    Default Re: Unmanned Siege Weapons

    Hey Gig, which program is this that allows you to view the exe?
    Does it also allow you to modify it?

  17. #17
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Unmanned Siege Weapons

    It's a simple (freeware) Hex editor - name is on the top left of the window. It can be used to view and modify the file, with the latter obviously being totally against the EULA....










  18. #18

    Default Re: Unmanned Siege Weapons

    Quote Originally Posted by Gigantus View Post
    It's a simple (freeware) Hex editor - name is on the top left of the window. It can be used to view and modify the file, with the latter obviously being totally against the EULA....
    Out of curiosity, do you know if mangonel is in there?

  19. #19
    Medusa0's Avatar Artifex
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    Default Re: Unmanned Siege Weapons

    Quote Originally Posted by AleksiMizaro View Post
    Out of curiosity, do you know if mangonel is in there?
    Mangonel is there, between ladder and holy_cart.

    Just to add to the research, onager, heavy_onager, and scorpion are still valid classes in descr_engines.txt. However for the purpose of the displayed texts, only scorpion displays properly as typed in shared.txt (need to be added as {ST_SCORPION} and {ST_SCORPIONS}), onagers are displayed as whatever is in {ST_CATAPULT}, and heavy_onagers are displayed as {ST_TREBUCHET} (and their respective plurals), regardless of the presence of the onager and heavy_onager lines in shared.txt if added.

    The scorpion is essentially left as an open slot for one custom, artillery type siege weapon class (i.e. projectile launching).
    Last edited by Medusa0; March 12, 2018 at 07:28 PM. Reason: Removed erroneous note about scorpion class not being able to target buildings.

  20. #20
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Text for unmanned Siege Weapons

    I took the liberty of adjusting the title for better reference.

    siege engines assigned this class may not target buildings at all and may only be used against troops and other siege weapons
    This is a setting in descr_projectile, a combination of 'damage' and 'accuracy' or zero setting for general damage. Buildings need to be targeted manually anyhow by the player. Given the low 'damage' for ballista (mortar is 230) I don't think the AI would attempt to breach a wall with it.

    Code:
    projectile ballista
    damage        10
    damage_to_troops 5
    radius        0
    mass        0.8
    accuracy_vs_units        0.005
    accuracy_vs_buildings    0.05
    accuracy_vs_towers      0.025
    Zero setting for general damage and a defined value for unit damage

    Code:
    projectile scorpion
    
    damage        0
    damage_to_troops 2
    Last edited by Gigantus; March 12, 2018 at 01:32 AM.










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