Results 1 to 4 of 4

Thread: descr_walls.txt

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default descr_walls.txt

    Interesting find - to me at least. I know I dont really contribute to this forum

    In descr_walls.txt we find that ALL arrow towers for the various castles ALL fire with the SAME damage, no matter the size. The SPEED varies, however, due to reload_ms (number). The number of milliseconds till reloaded?

    Interesting bit - fire_rate small 6000 3250
    fire_rate normal 6500 3250
    fire_rate large 5500 3250
    fire_rate huge 4550 3250

    This means that the SMALL arrow towers fire at a rate of 6000 milliseconds between each shot.

    The LARGE and HUGE are considerably faster. Why then, does the NORMAL one fire the SLOWEST? (Edit - Perhaps to "Balance" weak fortifications to the larger ones? Wooden ones fire the fastest, and bigger castles have better walls/gates/more towers? Total stupidity?)

    Interesting - the SECOND column of numbers is for flaming_reload_ms

    Meaning - how quickly the object reloads to fire another FLAMING shot, more than likely at seige equipment? They are all the same. Heh.

    Ive modded my file to look more like this

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 1250
    fire_rate normal 4500 1250
    fire_rate large 3500 1250
    fire_rate huge 2550 1250

    Should make seiges more deadly for the attackers, no?

    Also, take a glance at the Ballista towers...

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 18500 19500
    fire_rate normal 16000 18500
    fire_rate large 14000 16500
    fire_rate huge 13500 15000

    Different than before. This one goes in the correct order of Small=Slow, Normal, Large, Huge=faster. CA forget to make the arrow tower the same way?

    Simply shave off the first digit of the Ballista reload time, and you have...

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 8500 9500
    fire_rate normal 6000 8500
    fire_rate large 4000 6500
    fire_rate huge 3500 5000

    More in line with a deadly seige, eh? Consider that these are BALLISTA rounds.

    Lets talk about ANGLES.

    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 <---Right here
    ; unit size reload_ms flaming_reload_ms
    fire_rate small 8500 9500
    fire_rate normal 6000 8500
    fire_rate large 4000 6500
    fire_rate huge 3500 5000

    If we set the firing angle at more of ~20 degrees, wouldnt that cause the object to fire much CLOSER to itself? No more attacker's rams smashing the gate with no one to stop them!

    Comments? Tests? Anything?

    *Edit* Tested some values. setting arrow towers to 20 degrees makes them ALMOST fire on the surplus ram crew when they are at the gates. Setting it to 5 degrees prevents the arrow towers from working at all. Strange. Ill try different values and let you all know what I come out with.

    *Edit* Perhaps I was wrong. Setting the value to 180 degrees got much better results. 360 degrees just disabled the towers altogether. On the matter of MY timers, the reload delay for the ballista towers forces the AI to use proper seige equipment to stand a chance of assaulting a Castle. Rams, towers, get obliterated, and ladders are an invitation to a killzone for any melee troops I may have. Going to test varying firing speeds at 180 degrees (Arrows only. The cannons destroy armies, and the ballistas are right where they should be.)

    *Edit* Just played Scots vs Aztechs (for fun). Castle Defense Level 1 (No ballista towers, no cannons, no units firing on attackers. ONLY static defenses). Interesting. I increased the attack speed of the arrow towers, and realize that they are GOOD where I have them. If you charge a castle, you can expect a more MTW style hail of arrows coming at you, which is excellent for this game. It doesnt do that much damage, however the enemy was given ONE unit of Town Militia, and ONE Ram. The ram was set alight about six seconds from the gate, and the Town Militia were gradually getting picked off. I MIGHT up the damage on the arrow towers, but I really need feedback before I do so.

    *Edit* Someone vs Scots (For fun). Crappy little wooden castle thingy. The second one. Level one defenses, of course. Musketeers firing on men for laughs. 1 Ram ~700 enemy troops. Interesting... On this test, three (!) towers were firing on the enemy ram AS IT RAMMED THE GATE! I think 180 degrees is perfect for now. Im seriously considering upping the damage of those arrows towers though. Far too many spearmen (no shield) took hits without falling. I guess thats okay, but if you are going to use a Ram, it might be wiser to send heavily armored/shielded units to push it in, right? Anyways, the ram caught fire when my gate was at 52% damage. Very interesting indeed. Ill raise the damage of the arrow towers, and try further tests.

    *Edit* English vs Scots (For fun). Castle. Level one defenses. All peasant army against ONE unit of town militia with ONE ram. I set the damage of the arrow towers to 14, and it seems good. The Ram burned, but that was more because all of the towers were shooting at it rather than the damage of the towers. In a larger battle, units would be all over the place, all being fired upon. The Town Militia were not taking a 100% hit/kill ratio, which is good because they have shields. Id say a 70% hit/kill ratio was occuring, which is FAR better than 2 men dying out of 15 arrows. Also discovered that towers have HORRIBLE accuracy. They frequently burned men alive rather than hit the ram. Effect caused by flaming arrows?

    I might just make this a mod.
    Last edited by Kruniac; January 24, 2007 at 05:50 AM.

  2. #2

    Default Re: descr_walls.txt

    Sorry for the threadomancy, but I was wondering how this project had gone?

  3. #3

    Default Re: descr_walls.txt

    Necro to the maxipad.

    I wanted to say that since last year, apparantly one of the patches changed descr_walls.txt values to mimic more of my modded values. I dont know why - perhaps the devs decided that seige defenses were indeed too slow to really matter.

    New Descr_Walls.txt
    ---------------------
    ;
    ; 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 1000
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }

    gate medium_wooden
    {
    full_health 1000
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    gate huge_wooden
    {
    full_health 1500
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }

    gate medium_reinforced
    {
    full_health 1500
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }

    gate huge_reinforced
    {
    full_health 2000
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }


    gate medium_iron
    {
    full_health 2000
    height 10.0 ; TODO -
    pursuit_lockout_radius 80.0
    blocked_lockout_radius 70.0
    }

    gate huge_iron
    {
    full_health 2500
    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 180

    ; 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 180

    ; 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 180

    ; 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
    }
    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
    }
    }
    }

    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 180

    ; 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 180

    ; unit size reload_ms flaming_reload_ms
    fire_rate small 4000 1250 <----See? They changed the values considerably it seems.
    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
    }
    }
    }

    ---------------------------------------
    These are with the changes to firing angle, of which I still use 180 degrees.

    I thought someone might find it interesting.

  4. #4

    Default Re: descr_walls.txt

    um sounds kinda dumb good luck if u have to actually siege something thanks for the info though at least i know were to go to Nerf the the towers cause there op as hell, so thanks for that.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •