reaver456 said:Which castle is it in game? Also if its the one I am thinking of with wooden gate. I should be destructible. Gotta hit it a bit then it will rise up and the carnage can begin. Your freindly Ai should be attempting to strike the enemies on the other side of the gate which in turns makes them actually strike the gate its self and do damage. It takes a minute for it to be destroyed but once you do enough damage the gate will lift up and allow your people in.
Heres a video of the castle I think your talking about being used in another mod. Skip to about 2:00 into the video shows them destroying the gate http://www.youtube.com/watch?v=evrjVFlE
or is it another castle you speak of?
author=Babaganoush
Yeah it's that castle. I downloaded your updated castle compilation too.
And found another error.. forgot which castle it was since it was a few days ago and I procrastinated posting it on forums... Funny though.
Danath said:Arena overhaul... won't it make mounted NPCs act even more stupidly?
reaver456 said:well ill test that castle again more closely. (Start a new game use cheat to get a bunch of soldiers and seige it.)author=Babaganoush
Yeah it's that castle. I downloaded your updated castle compilation too.
And found another error.. forgot which castle it was since it was a few days ago and I procrastinated posting it on forums... Funny though.
Talking about the floating trees? Ya I noticed that too and some other castles have bit pieces of buildings floating in the air. Guess I could of deleted those things in the scene editor but wasn't to worried about that as much as was worried about there being AI path finding issues. Did you have any AI path finding issues in that castle as well?
Ill take a closer look at the wood gated castle you mentioned before. If its real buggy ill just replace it back with the native castle and update the compilation.
Danath said:Arena overhaul... won't it make mounted NPCs act even more stupidly?
I haven't noticed any more stupid Mounted AI than with the native arenas. AI mesh was really well done in that mod. Both footed and horses know how to get around the objects. But occasionally one of the mounted may get hung up. But I haven't noticed that happening much. But more likely to happen is you can make the horses get stuck if you lure the mounted units to the edge of the arena they tend to get hung up but that happens in the native arenas as well.
Babaganoush said:Thanks for the update. Also you said that the dynamic groups do not work on sieges. Is this just not included in the updated mission_templates or not possible to fix?
Reason why I ask is I want my archers to charge up that ramp after they run out of bolts since they're useless in the back. The problem with telling all the archers/xboxmen to charge is that some may still have bolts... and clog up the ladder traffic. That and I want them to get killed/knocked out so I can have my reinforcements spawn with archers who actually have arrows and are useful.
Aetavicus said:There is still a problem with Dynamic Groups for me, when you give an order to infantry, any dismounted cavalry will briefly change back to the cavalry group before changing back to infantry. (You can see it using the minimap, infantry icon (brown) changes to cavalry (green) for a second before turning brown again.) Thus, the command you gave to cavalry will apply to them as well.
This is unfortunately the game engine acting up. The devs said they hadn't tested the operation/command I am using and it seems this is a "hiccup" in that operation.Aetavicus said:Yes, I'm using the updated code. What I'm experiencing is that they keep moving back and forth between my infantry and cavalry since I give orders quite often.