Siege tower [temporary] fix

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OuT_OF_DaTa

Recruit
First i am sorry for my bad english.

I combined the old version of mission_templates.txt with the latest & managed to fix the bug with the siege tower, the little problem with towers end possition is still avaible, but now you can at least take the castle.

Just one pic., to see: siege tower in his siege start position: https://pl.vc/1gajjo

----------------------------

Just download this file and replace your old mission_templates.txt with this one:

latest_rework_version: http://www.filedropper.com/missiontemplates_3
 
deos it work? i know its not perfect, but it should get read of this tower problem, during a real patch is released.
 
OuT_OF_DaTa said:
deos it work? i know its not perfect, but it should get read of this tower problem, during a real patch is released.
This fix broke the battle system for me. If I captured a city or fortress, my character disappeared from the party list. I could not interact with my NPC, which became the first person in my party list.

Edit: The battle was fought using ladders
 
If I captured a city or fortress, my character disappeared from the party list. I could not interact with my NPC, which became the first person in my party list.

is now fixed, i tried it with 6 different castles  (with ladder and tower).
There are no other problems, except one: in Tower sieges is a script problem with the moral system, which I currently can not fix.

Otherwise the game should run without problems.

the new mission_templates.txt:
http://www.filedropper.com/missiontemplates_2
 
No problem, pls tell me if there is somewhere still a tower bug. I played over 6h now with my fix and havent seen any problems.
 
Dude, you are awesome.  I have been trying to figure out how to fix this thing for months.  Deserves a sticky until such time that they fix the scenes file(s).
 
OuT_OF_DaTa said:
First i am sorry for my bad english.

I combined the old version of mission_templates.txt with the latest & managed to fix the bug with the siege tower, the little problem with towers end possition is still avaible, but now you can at least take the castle.

Just one pic., to see: siege tower in his siege start position: https://pl.vc/1gajjo

----------------------------

Just download this file and replace your old mission_templates.txt with this one:

latest_rework_version: http://www.filedropper.com/missiontemplates_3

Thank you very much man much appriciated, now i dont need to sac 200 troops to get a castle
 
Hello OP,

what specific changes did you make do module_mission_templates.py to make the siege towers work? If I can understand the mechanics of the towers I should be able to fix it and put a new version of NE up.
 
hey,

in mission_templates.txt is a part called:
"mst_castle_attack_walls_belfry castle_attack_walls_belfry 2  -1
You_attack_the_walls_of_the_castle... "

it starts with a chart:
13 0 8320 256 16 12 0 
0 8320 256 16 0 0 
10 4160 256 16 0 0 
11 4160 256 16 7 0 
15 4160 256 16 0 0 
40 135232 256 16 1 0 
41 135232 256 16 1 0 
42 135232 256 16 1 0 
43 135232 256 16 1 0 
44 135232 256 16 1 0 
45 135232 256 16 1 0 
46 135232 256 16 1 0 
47 135232 256 16 1 0

after this one is a number: 29 -> this number tells you how many rows of numbers there are below
(If the number is unequal to the rows => cript error)

the last 4 are where you have to look at.
the secon last and the last one are (as I have understood) for the moral system.

the 4 & 3 last are for the tower

the original 4 last rows:

0.000000 0.000000 100000000.000000  1 1 1 936748722493063449  0
0.000000 0.000000 100000000.000000  1 1 1 936748722493063450  0
0.000000 2.000000 100000000.000000  1 1 1 936748722493063451  1 2133 2 144115188075856315 3
0.000000 0.000000 100000000.000000  1 1 1 936748722493063452  0

the changed version of them (fix version):

0.000000 0.000000 100000000.000000  1 1 1 936748722493063532  0
0.000000 0.000000 100000000.000000  1 1 1 936748722493063533  0
0.000000 2.000000 100000000.000000  1 1 1 936748722493063451  1 2133 2 144115188075856315 3
0.000000 0.000000 100000000.000000  1 1 1 936748722493063452  0

What I've understood is that this number is the coordinates of the tower position:
936748722493063532
and
936748722493063533
 
OuT_OF_DaTa said:
hey,

in mission_templates.txt is a part called:
"mst_castle_attack_walls_belfry castle_attack_walls_belfry 2  -1
You_attack_the_walls_of_the_castle... "

it starts with a chart:
13 0 8320 256 16 12 0 
0 8320 256 16 0 0 
10 4160 256 16 0 0 
11 4160 256 16 7 0 
15 4160 256 16 0 0 
40 135232 256 16 1 0 
41 135232 256 16 1 0 
42 135232 256 16 1 0 
43 135232 256 16 1 0 
44 135232 256 16 1 0 
45 135232 256 16 1 0 
46 135232 256 16 1 0 
47 135232 256 16 1 0

after this one is a number: 29 -> this number tells you how many rows of numbers there are below
(If the number is unequal to the rows => cript error)

the last 4 are where you have to look at.
the secon last and the last one are (as I have understood) for the moral system.

the 4 & 3 last are for the tower

the original 4 last rows:

0.000000 0.000000 100000000.000000  1 1 1 936748722493063449  0
0.000000 0.000000 100000000.000000  1 1 1 936748722493063450  0
0.000000 2.000000 100000000.000000  1 1 1 936748722493063451  1 2133 2 144115188075856315 3
0.000000 0.000000 100000000.000000  1 1 1 936748722493063452  0

the changed version of them (fix version):

0.000000 0.000000 100000000.000000  1 1 1 936748722493063532  0
0.000000 0.000000 100000000.000000  1 1 1 936748722493063533  0
0.000000 2.000000 100000000.000000  1 1 1 936748722493063451  1 2133 2 144115188075856315 3
0.000000 0.000000 100000000.000000  1 1 1 936748722493063452  0

What I've understood is that this number is the coordinates of the tower position:
936748722493063532
and
936748722493063533

unfortunately this is not at all useful to me, because that is the compiled output, not the source.

but, if that's the only thing you change, it seems reasonable it must be in that function, so i can screw around with the code more.
 
the mission template from before it was broken is identical, so it's not the template

however, those 4 lines actually correspond to 4 constants used to assign some siege stuff, specifically:

common_siege_init_ai_and_belfry  = (0, 0, ti_once, [ (call_script, "script_siege_init_ai_and_belfry")        ], [])
common_siege_move_belfry          = (0, 0, ti_once, [ (call_script, "script_cf_siege_move_belfry")            ], [])
common_siege_rotate_belfry        = (0, 2, ti_once, [ (call_script, "script_cf_siege_rotate_belfry_platform") ], [ (assign, "$belfry_positioned", 3) ])
common_siege_assign_men_to_belfry = (0, 0, ti_once, [ (call_script, "script_cf_siege_assign_men_to_belfry")  ], [])


lav moved the definitions of those to another file, but as far as i can tell, they are actually identical. by changing that number, it appears you are perhaps changing the script that it calls, which would imply it just outright breaks, though. so i don't know why that fix works.
 
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