Ladies and Gentlemen,
let me present to you the Holy Banana of Jerusalem brought to us by the good people at The Creative Assembly (see attached pictures for a first impression). The Holy Banana of Jerusalem is a little easter egg in the Crusades campaign that, however, seems to need a bit of work to get a look at:
If you look at descr_projectile.txt in the Crusades campaign (you have to unpack it first with the (tools/unpacker/unpack_crusades.bat), if you know what you are doing) you will notice at the very bottom two entries for somewhat unusual projectiles (or did CA discover some previously unknown papyri that will revolutionize historical knowledge on medieval projectile weapons?):
Code:
projectile super_banana
....
projectile banana
Now, there seem to be no units actually using these projectiles, but you can easily fix this oversight yourself by changing the projectile type for any ranged unit.
As an example, let's use the Mangonel (but it really should work with any ranged unit, tested with various catapult/canon style units as well as with archers and gunners). Replace (in export_descr_unit.txt, of course)
Code:
stat_sec 65, 3, mangonel_shot, 250, 10, siege_missile, artillery_gunpowder, blunt, none, 26, 1
with
Code:
stat_sec 65, 3, super_banana, 250, 10, siege_missile, artillery_gunpowder, blunt, none, 26, 1
Then you should be able to enjoy the devastating effect of the super_banana ... (don't forget --io.file_first). Of course you can also add it to an archer unit .... with even more devastating effect (look at picture 3 for the effect of only a few simultaneous explosions).
So now, dear modders, what realistic, novel, and fun units can we come up with that shout bananas with tactical-nuke power .... just imagine ...
--
Aranruth