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Thread: bah, this is why i removed the garrison part of the 4TPY script...

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  1. #1
    Ducenarius
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    Default bah, this is why i removed the garrison part of the 4TPY script...

    goddamned CA and their hard-coded bugs...

    i just tried to lay siege to carthago, in which i incited rebellion and spawned a half stack of rebel troops. built my siege towers, and only one of them worked. all the other ones went up to the wall but never opened up, leaving my soldiers scurrying around at the bottom, going up and down the unopened tower, getting tired, etc, while the only working tower became a chokepoint for the AI to hold me off. and once the towers are deployed against the wall, they can't be retracted either, even though the little drawbridge never opened.

    this, plus the HORRID pathfinding in cities, esp with huge unit size, is why i rarely even bother with sieges, especially against stone walls (or even worse, large stone walls like carthago's). and it's certainly why i don't particularly care for the garrisson script.

    whenever i feel like having some type of challenge, i just use the romeshell console and "create_unit"-command some troops into approaching AI armies in the field, or put them into cities which i'm not besieging (although sometimes even this doesn't help much, because the AI just keeps the troops there and doesn't help its comrades on the front lines.)

  2. #2
    Senator
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    Default Re: bah, this is why i removed the garrison part of the 4TPY script...

    Why exactly did they make some codes in RTW hard coded? Where they forced to do this or what?

  3. #3
    Tacticalwithdrawal's Avatar Ghost
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    Default Re: bah, this is why i removed the garrison part of the 4TPY script...

    Quote Originally Posted by tai4ji2x View Post
    goddamned CA and their hard-coded bugs...

    i just tried to lay siege to carthago, in which i incited rebellion and spawned a half stack of rebel troops. built my siege towers, and only one of them worked. all the other ones went up to the wall but never opened up, leaving my soldiers scurrying around at the bottom, going up and down the unopened tower, getting tired, etc, while the only working tower became a chokepoint for the AI to hold me off. and once the towers are deployed against the wall, they can't be retracted either, even though the little drawbridge never opened.

    this, plus the HORRID pathfinding in cities, esp with huge unit size, is why i rarely even bother with sieges, especially against stone walls (or even worse, large stone walls like carthago's). and it's certainly why i don't particularly care for the garrisson script.

    whenever i feel like having some type of challenge, i just use the romeshell console and "create_unit"-command some troops into approaching AI armies in the field, or put them into cities which i'm not besieging (although sometimes even this doesn't help much, because the AI just keeps the troops there and doesn't help its comrades on the front lines.)
    I've seen a fix for this somewhere - something about changing the distance for the towers - have a look around
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  4. #4
    Ducenarius
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    Default Re: bah, this is why i removed the garrison part of the 4TPY script...

    i've tried searching "siege tower distance" and "siege tower distance fix", but come up with too many search results... any suggestions for narrowing it down?
    Last edited by tai4ji2x; April 21, 2007 at 12:12 PM. Reason: missing comment

  5. #5

    Default Re: bah, this is why i removed the garrison part of the 4TPY script...

    Funny THAT is VERY rare for Stone walls, they usually ONLY happens with Large walls and sometimes with Epic.

    I suggest not letting this ONE experience RUIN sieges they are one of the BEST part of RTW gameplay when facing a REAL garrison. ;-) Just need a strong PC to counter it.

    Also always have more than JUST towers, Have Saps, Ladders, and Rams as Backups.

    To show you HOW rare your Bug is I have NEVER had it happen to me on Large stone walls, but I did have it happen once on Large Stone walls.

    BTW, I moddified the towers A Long time ago to fix that issue, it doesnt really fix it for the Large walls. BUt its still there. Your experience is NO REASON to give up sieges.

    Look how many people fight a battle and then have a CTD? talk about Pain. and yet play on.......
    Lt_1956
    Creator of SPQR:Total War mod since 2004

  6. #6
    Ducenarius
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    Default Re: bah, this is why i removed the garrison part of the 4TPY script...

    ok, yeah, i found the relevant threads on this bug, and indeed it's only on large stone walls that the siege towers occasionally have this problem.

    still, the pathfinding just annoys me. i guess my tolerance/patience with this aspect is a bit less than it is with other folks. having to micromanage units just to walk from point A to B, gets a little tedious, imho. it's bearable in field battles, but gets to be a real pain in the cities.

    i mean, don't get me wrong, i do still like sieges (at least in theory), and will often use the "create_unit" command to give myself such a challenge (even more so now that archers function correctly). but mostly just for a "change of pace" from the regular field battles. in most cases, sieges have mostly just become a real drag for me.

  7. #7
    -|I_L|-Empire's Avatar Civis
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    Default Re: bah, this is why i removed the garrison part of the 4TPY script...

    built my siege towers, and only one of them worked. all the other ones went up to the wall but never opened up,
    I had a problem with siege towers, but mine continued through RTW, when I sieged with Towers on Large to Very Large walls (stone wall sieges were fine) it the men seemed to run around at the base of the tower, getting tired and tower now opening, this even happened online and the guy burned them down after awhile. lol

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