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Thread: Gunpowder units not appearing?

  1. #1
    Ikko-Ikki
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    May 2012
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    Default Gunpowder units not appearing?

    Hey all, so I've got a game going as the turks with BGR IV on and RR disabled and I've reached the year 1301 and had the gunpowder event happen way back (in the 1240s I think) but I still cannot train any gunpowder units or build any cannon buildings. Does anyone know if I should be worried if something is broken with my game/setup or does anyone know when I should expect to see gunpowder units become available?

  2. #2
    Sōkō no yari
    Join Date
    Apr 2012
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    1,149

    Default Re: Gunpowder units not appearing?

    You can find this information in your EDB and descr_events file. EDB will tell you what events are required and descr_events will tell you how many years it takes to get there. I'll give you a couple examples. I have my SS currently setup for late campaign, but the years that the events happen should be the same even if you're playing an early campaign.

    Janissary Musketeers:
    recruit_pool "Janissary Musketeers" 1 0.67 3 0 requires factions { turks, } and event_counter pike_and_shot 1
    event historic pike_and_shot
    date 310
    So you get them in year 1220 + 310 = 1530

    Janissary Arquebusiers:
    recruit_pool "Janissary Arquebusiers" 1 0.67 3 0 requires factions { turks, } and event_counter MATCHLOCK 1
    event historic MATCHLOCK
    date 200 220
    You get them sometime between 1420 and 1440.

    ME Hand Gunner:
    recruit_pool "ME Hand Gunners" 1 0.5 2 0 requires factions { moors, turks, } and event_counter new_era_begins 1
    event historic new_era_begins
    date 80
    You get them in 1300.

    ME Bombard:
    recruit_pool "ME Bombard" 1 0.15 2 0 requires factions { moors, egypt, turks, kwarezm, cumans, } and event_counter CANNONS 1
    event historic CANNONS
    date 85 110
    You get them sometime between 1305 and 1330.

    ME Cannon:
    recruit_pool "ME Cannon" 1 0.2 2 0 requires factions { moors, egypt, turks, kwarezm, cumans, } and event_counter GOTHIC_ARMOR 1
    event historic GOTHIC_ARMOR
    date 230 240
    You get them sometime between 1450 and 1460.

    There's probably a few others, but I think you get the idea. You can do this to find out when any unit will become available. Of course, all of this assumes that you have the right building to recruit the unit at the time.
    Last edited by PapaRosario; May 12, 2012 at 06:06 AM.

  3. #3
    Ikko-Ikki
    Join Date
    May 2012
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    Default Re: Gunpowder units not appearing?

    Thank you for such a quick and detailed response. I found the descr_events file and it did have an event "handgun" with a date of 250 which I have not reached yet. I'd like to confirm that that is the required event for my lowest tech gun unit hand gunners but I'm having trouble finding the EDB file (sorry I'm a real noob at this) is it somewhere in the ss6.3 data folder in mods?

    again thanks for info so far I already feel way less confused

  4. #4
    Sōkō no yari
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    Apr 2012
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    Default Re: Gunpowder units not appearing?

    EDB is shorthand for export_descr_buildings. You'll find it right in the data folder.

    Edit: Also, if you check my post, I mentioned ME Hand Gunners. They become available in 1300.

  5. #5
    Ikko-Ikki
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    May 2012
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    Default Re: Gunpowder units not appearing?

    Thanks again found them this time.

    unfortunately it seems like there's either something wrong or something I'm not getting. My Turkish game has hit 1305 and while cannons arrived just as the EDB and descr_Events files promised, I still cannot train hand gunners at all and I've got a militia barracks which looks like the only requirement.

    When I looked inside the EDB file for hand gunners I found:
    recruit_pool "ME Hand Gunners" 0 0.11 2 0 requires factions { moors, turks, kwarezm, egypt, } and event_counter FULL_PLATE_ARMOR 1
    recruit_pool "ME Hand Gunners" 0 0.08 1 0 requires factions { moors, turks, egypt, kwarezm, } and event_counter new_era_begins 1 and not event_counter FULL_PLATE_ARMOR 1

    Did find the whole "and not event_counter FULL_PLATE_ARMOR 1" line a little odd. It looks to me like hand gunners were originally designed to require the full plate event and then that was canceled in favor of only needing the new era event? Or maybe junk from another mod that I thought was deleted?

    Amature guesswork aside I can't really see what's preventing hand gunners from being available for me.

    While I definitely appreciate it if you have any further insight on this I certainly can't expect a project on my broken game, this has been very informative at the least so many thanks

  6. #6
    Ikko-Ikki
    Join Date
    May 2012
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    Default Re: Gunpowder units not appearing?

    Quote Originally Posted by Aze0trope View Post
    When I looked inside the EDB file for hand gunners I found:
    recruit_pool "ME Hand Gunners" 0 0.11 2 0 requires factions { moors, turks, kwarezm, egypt, } and event_counter FULL_PLATE_ARMOR 1
    recruit_pool "ME Hand Gunners" 0 0.08 1 0 requires factions { moors, turks, egypt, kwarezm, } and event_counter new_era_begins 1 and not event_counter FULL_PLATE_ARMOR 1

    Did find the whole "and not event_counter FULL_PLATE_ARMOR 1" line a little odd. It looks to me like hand gunners were originally designed to require the full plate event and then that was canceled in favor of only needing the new era event? Or maybe junk from another mod that I thought was deleted?
    It represents the units being available in different quantities at different times. The second line shows that they become available after the new era event, but then they are more plentiful after the full plate armor event.

    Just out of curiosity, have you seen the notice pop up that said that the new era has begun? I've had a campaign before where I could have sworn that the events were triggering later than they were supposed to... not sure if it (or me) was being wonky at the time.

  7. #7
    Ikko-Ikki
    Join Date
    May 2012
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    Default Re: Gunpowder units not appearing?

    Ah good to know thanks.

    Yeah I did have the new era event pop up promising new mercenaries and all I also noticed there's a lot of units that are not showing in my export_descr_buildings file including some units that I can recruit right now like janissary heavy infantry I should expect to see all units in there somewhere right? done a ctrl+F search and everything.

    Hopefully the other gunpowder units will kick in but I they are some of the units that seem to be missing from my export_descr_buildings

    starting to think I should just try a un/re install but I'm trying to make as much sense of this as I can before I dotakes so long to even get to gunpower units now especially if you have BGR on

  8. #8
    Sōkō no yari
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    Default Re: Gunpowder units not appearing?

    Units in EDB will not necessarily have the exact same names that show up in game. The names in EDB are based off of the type value defined in EDU. The names that you see in game are not based on this though, so they can differ.

    For example, in EDB, Janissary Heavy Infantry are "Janissary Heavy Inf". King's Men are "English Knights". So you can see it can differ quite a bit. But any non-mercenary unit you can recruit in-game will definitely be in EDB somewhere.

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