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Can You Repair Walls In Total War Empire

  1. #1

    Ars Moriendi is offline

    Fellow member Fellow member Ars Moriendi's Avatar


    Default Repairing damaged walls

    How tin I repair fortifications ?

    City walls of Paris are 100% on entrada map, merely each time I go assaulted they're only a pile of rubble, exactly the manner I left them after taking the city.

    Any other way than demolish / rebuild ? Volition it at least piece of work this way ?

    I've searched the threads but couldn't find anything related to this.


    "That'southward what nosotros need : someone who'll strike the most cruel blow possible, with perfect aim and with no regard for consequences. Total War."


  2. #2

    Fisherking is offline

    Senior Member Senior Member Fisherking's Avatar


    Default Re: Repairing damaged walls

    I accept heard that they would cocky repair given fourth dimension and the region free of enemies in earlier versions.

    It could be back to cleaved in i.5 or it may still cocky repair. Of grade there is no way to tell after all the enemies are defeated.

    I would just go out it and if you yet have holes if yous are attacked in nine or x turns you know it is broken over again...

    Education: that which reveals to the wise,
    and conceals from the stupid,
    the vast limits of their cognition.
    Mark Twain


  3. #3

    Monsieur Alphonse is offline

    kwait nait Member Monsieur Alphonse's Avatar


    Default Re: Repairing damaged walls

    The only solution is to demolish then rebuild them. Which is a rather expensive way to repair something.

    "Oh no someone broke in to my firm and at present my front door is cleaved. Please repairman can yous fix it? Sure Madam we blow up the house and build a new one."

    Last edited by Monsieur Alphonse; 10-25-2009 at 09:32.

    Tosa Inu


  4. #four

    Owen Glyndwr is offline

    Deadhead Member Owen Glyndwr's Avatar


    Default Re: Repairing damaged walls

    ...and this is supposed to be the "finished" version of ETW?

    "You lot must know, then, that in that location are two methods of fight, the one past law, the other by force: the first method is that of men, the second of beasts; but every bit the showtime method is often insufficient, one must have recourse to the second. Information technology is therefore necessary for a prince to know well how to apply both the beast and the man.

    -Niccolo Machiavelli

    AARs:
    The Aeduic War: A Casse Mini AAR
    The Kings of Land's Terminate: A Lusitani AAR


  5. #5

    Ars Moriendi is offline

    Member Fellow member Ars Moriendi's Avatar


    Default Re: Repairing damaged walls

    I'grand calling in the sabotage squads.

    On second thought, better non - information technology's actually easier to fight assaulting enemies when in that location are holes in the walls - they tend to funnel through one of the breaches and head directly for the flag which makes them very easy targets. Skillful walls = costly melee, better to avoid.


    "That'southward what we demand : someone who'll strike the most vicious blow possible, with perfect aim and with no regard for consequences. Total War."


  6. #six

    Fisherking is offline

    Senior Fellow member Senior Fellow member Fisherking's Avatar


    Didactics: that which reveals to the wise,
    and conceals from the stupid,
    the vast limits of their noesis.
    Mark Twain


  7. #vii

    Zarky is offline

    Member Member Zarky's Avatar


    Default Re: Repairing damaged walls

    Canister shots at bottlenecks is ever a good idea, and you can put regular line infantry on both sides of the hole (far away enough of form) so that they make mincemeat out of annihilation that survives the canister shots.

    Man Sapiens non Urinat in Ventum - the wise homo does not piss confronting the wind.


  8. #8

    nameless is offline

    Member Member nameless's Avatar


    Default Re: Repairing damaged walls

    Actually for forts you can hands repair the damage later on a battle. Only click on it and click repair for information technology.

    Not sure how they intended to practice it for cities, I suspect it's a issues.


  9. #9

    Dreadnought2 is offline

    Member Member Dreadnought2's Avatar


    Default Re: Repairing damaged walls

    I've had Amsterdam's Advanced Fortifications fix themselves between two AI attacks in the same turn yet had the same form of fortifications in Republic of india stay damaged for plow after turn...

    I've used troops to deploy cheval-de-frise but inside the breaches or calorie-free infantry to deploy stakes just outside the breach with some success - wiping out the attacking cavalry just leaves the infantry to be dealt with...

    Line infantry most 50 yards either side of the breach and garrisoned in fort buildings with arty in back up firing solid & canister through the gap is also good.

    I've had proficient results with two batteries, one firing canister and the other solid shot directly through the plug of densely packed attackers. Kills so many attackers that some units immediately break and try to turn around to abscond, plugging the breach for even longer and allowing further shots.

    Does wonders for the artillery crews XPs...

    Thanks,
    Dreadnought2


  10. #x

    Dead Guy is offline

    Medevil Member Dead Guy's Avatar


    Default Re: Repairing damaged walls

    Berlin level one fort doesn't repair itself either plainly. Defended it yesterday for the first fourth dimension in at least x turns and information technology was broken, and now the damn swedes shot some other hole in information technology.

    I find the level 1 (artillery fort?) a lilliputian crammed sometimes, it can be hard to place howitzers then they don't fire into walls or buildings sometimes. Practice you guys find it worthwhile to upgrade to star fort for that reason, because I tin't really see whatsoever other reward of a larger fort, I only keep flintstone locks on the walls for a while anyway. The larger infinite might besides give you an easier time to identify infantry around breaches or on the approach to the flag I guess?

    The best defenses I've had are where there is a breach on the reverse side of the fort from the enemys deployment area, so they run past all my disposable citizenry on the walls and get shot upwardly and exhausted by the fourth dimension they go through the alienation, merely that's rather random if you lot don't have down your own walls at the back of your fort at the offset of the battle.


  11. #11

    Nikko01 is offline

    Fellow member Member Nikko01's Avatar


    Default Re: Repairing damaged walls

    I experienced this bug in ETW and unsurprisingly experienced it after in NTW. So I have successfully tested a modification of a NTW .salvage file that may work with ETW as these games are shut. Below is what I did.

    one) Install an editor. For my function, I used ESF Editor but SaveParser should also do the job.
    ii) Make of course a backup of the .salvage file.
    3) Find the location which interests us by following the path below.

    Code:

    CAMPAIGN_SAVE_GAME     CAMPAIGN_ENV         CAMPAIGN_MODEL             WORLD                 REGION_MANAGER                     REGIONS_ARRAY[x]                         REGION                             SETTLEMENT                                 SIEGABLE_GARRISON_RESIDENCE                                     FORTIFICATIONS_BLOCK[y]                                         FORTIFICATION_DAMAGE_INFO
    We can find an array of elements of blazon FORTIFICATIONS_BLOCK, each containing an object of type FORTIFICATION_DAMAGE_INFO with a ready of attributes that I note "a ; b ; c" hereafter.

    Case for undamaged city walls

    array alphabetize 0 : 1 ; 0 ; 0
    array index one : 1 ; 1 ; 0
    array index ii : 1 ; 2 ; 0
    array alphabetize 3 : 1 ; 3 ; 0

    four) Modify the appropriate attributes

    For my part, I noticed that the array looked like that. The indices four to 7 of this array seem to correspond to those of the previous assortment.

    array alphabetize 0 : 0.9 ; 0 ; i
    array index 1 : 1 ; 1 ; 0
    array index 2 : ane ; ii ; 0
    array alphabetize 3 : 1 ; 3 ; 0
    array alphabetize 4 : 1 ; 0 ; 0
    array index five : ane ; 1 ; 0
    array index six : i ; 2 ; 0
    assortment index 7 : i ; 3 ; 0

    Just modify the attributes of index 0 as follows and the walls should be repaired !
    0.9 ; 0 ; i => 1 ; 0 ; 0

    Note that if you delete assortment elements, ESF Editor seems to double the size of your .relieve file, as if it made a copy of the quondam content.

    I didn't observe whatever corruption every bit a result of this modification in the new .save file but feel gratis to notify me if not.

    Links
    sourceforge.net/projects/esfeditor/
    sourceforge.cyberspace/projects/saveparser/


Source: https://forums.totalwar.org/vb/showthread.php/122744-Repairing-damaged-walls

Posted by: marshallthesen.blogspot.com

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