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  1. #1
    Libertus
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    Default Adding Grapeshot

    Hello

    I was busily slaughtering the Saracens and the French recently (ingame of course, yes, of course) and I remembered that the Retrofit mod gave my lovely shiney Bombards the ability to fire grapeshot. While I am sure actual grapeshot didn't come around till the late Renaissance, I do remember that early firearms basically involved filling a tube (like the Bombard) with nails, pieces of wood, gravel etc to use in pretty much the same role (I remember having this cross-sections book as a kid with a late-era Castle with a primitive tube gun mentioned, used to defend the gates).

    So, I thought well this will come in useful when I roll my Bombards up to flatten the enemy in the streets (got to love the AI, they stand there and let my Bombards anihilate them, till they are down to 3 or 4 men and THEN they charge). So I opened both EDUs and added the tertiary weapon for the Bombard. Sure enough, it appeared as an option on the Bombard, and I was mightily pleased.

    Hoooowever, when I fought a long and difficult siege in Acre, finally got my Bombards in there, blew down the Keep wall, and changed to grapeshot to blast the Saracens that much more efficiently than before, the moment my Bombard fired the game crashed.

    Is there something else I have to add from Retrofit to enable grapeshot? From my knowledge of modding other games it appears as if the projectile or such was not found, hence the ability worked until it came time to actually fire. Another possibility is some form of hardpoint error (i.e the model for Retrofit was changed, and SS uses the old model, therefore telling it to fire grapeshot leaves it wondering where it is supposed to fire from on the model)

    I am relatively inexperienced in this sort of modding for TW, usually I just alter names and a few textures (back in my rome days, ah, the "Dirty Barbs" mod) so any help in adding grapeshot to gunpowder artillery would be most appreciated.

    Squire James
    Let my Armies be the trees and the rocks, and the birds in the sky -- Charlemagne

  2. #2
    Libertus
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    Default Re: Adding Grapeshot

    Anyone, please?
    Let my Armies be the trees and the rocks, and the birds in the sky -- Charlemagne

  3. #3
    Barser's Avatar Senator
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    Default Re: Adding Grapeshot

    you just added this?


    stat_ter 65, 3, grape_shot, 115, 10, siege_missile, artillery_gunpowder, blunt, none, 26, 1
    ;stat_ter_ex 0, 0, 0
    stat_ter_attr ap, launching

    _____

    Okay I just tryed and yes it crashes. I actually thought they had added grape shot from kingdom in this mod.
    Since that doesn't seem to be the case I would like to know how to add it to.

    ____

    I am messing around a bit and can't quiet figure it out. I got them to shoot and stuff but I dont see the projectile.. I wish I knew what I was doing
    Last edited by Barser; May 26, 2008 at 08:11 AM.

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  4. #4

    Default Re: Adding Grapeshot

    i dont think you can see the grapeshot in retro fit ethier but if u zoom into the enemy you can see them taking hits, i thought it was a bug the first time i seen it (that my men were firing with no ammunition) but then realised the ammunition automatically changed to grapeshot

    it was fun in retrofit that after blowing a hole in the wall enemy units would stand at the hole, was avble to move the cannons right up to the hole and take out near full infantry units with the grapeshot

  5. #5
    Libertus
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    Default Re: Adding Grapeshot

    Well, at TW scale, Grapeshot would be virtually invisible.

    Barser, what did you do to get them to shoot? I see you had the same crash as me at first, what did you alter then to get it to function?
    Let my Armies be the trees and the rocks, and the birds in the sky -- Charlemagne

  6. #6
    Barser's Avatar Senator
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    Default Re: Adding Grapeshot

    It works now

    To get grapeshots add this to the cannon/bombard of choice in : export_descr_unit

    stat_ter 65, 3, grape_shot, 115, 10, siege_missile, artillery_gunpowder, blunt, none, 26, 1
    ;stat_ter_ex 0, 0, 0
    stat_ter_attr ap, launching

    (I gave it to bombards and gave grand bombards 130 range since they are bigger)

    And add this to: descr_projectile

    projectile grape_bullet

    effect grape_model_set
    end_effect bullet_impact_ground_set
    end_man_effect man_impact_tiny_set
    end_package_effect bullet_impact_wall_set
    end_shatter_effect bullet_impact_ground_set
    end_shatter_man_effect man_impact_tiny_set
    end_shatter_package_effect bullet_impact_wall_set

    damage 0
    radius 0
    mass 0.05
    accuracy_vs_units 0.001
    min_angle -60
    max_angle 70
    velocity 30 85
    grapeshot
    display aimed
    effect_only
    Last edited by Barser; May 26, 2008 at 09:13 AM.

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  7. #7
    Libertus
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    Default Re: Adding Grapeshot

    I'll give that a go, thanks
    Let my Armies be the trees and the rocks, and the birds in the sky -- Charlemagne

  8. #8

    Default Re: Adding Grapeshot

    Quote Originally Posted by Barser View Post
    It works now

    To get grapeshots add this to the cannon/bombard of choice in : export_descr_unit

    stat_ter 65, 3, grape_shot, 115, 10, siege_missile, artillery_gunpowder, blunt, none, 26, 1
    ;stat_ter_ex 0, 0, 0
    stat_ter_attr ap, launching

    (I gave it to bombards and gave grand bombards 130 range since they are bigger)

    And add this to: descr_projectile

    projectile grape_bullet

    effect grape_model_set
    end_effect bullet_impact_ground_set
    end_man_effect man_impact_tiny_set
    end_package_effect bullet_impact_wall_set
    end_shatter_effect bullet_impact_ground_set
    end_shatter_man_effect man_impact_tiny_set
    end_shatter_package_effect bullet_impact_wall_set

    damage 0
    radius 0
    mass 0.05
    accuracy_vs_units 0.001
    min_angle -60
    max_angle 70
    velocity 30 85
    grapeshot
    display aimed
    effect_only
    Very nice, thank you! +rep

  9. #9

    Default Re: Adding Grapeshot

    Looks very interesting. I'll give it a shot as well. Thanks, Barser.

  10. #10
    Barser's Avatar Senator
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    Default Re: Adding Grapeshot

    Quote Originally Posted by Chimander View Post
    Looks very interesting. I'll give it a shot as well. Thanks, Barser.
    It really surpiced me that this aint included in SS. But why I ask, WHY?

    Imo it should be. Greek fire from kingdoms is so why not this? It aint that far fetched.

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  11. #11

    Default Re: Adding Grapeshot

    Does that still let you fire flaming shots?

  12. #12
    Barser's Avatar Senator
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    Default Re: Adding Grapeshot

    Quote Originally Posted by Point Blank View Post
    Does that still let you fire flaming shots?

    Yeah no problem.

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  13. #13

    Default Re: Adding Grapeshot

    So is it a button option or auto loading depending on range/target?
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  14. #14
    Barser's Avatar Senator
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    Default Re: Adding Grapeshot

    Quote Originally Posted by Vasquez View Post
    So is it a button option or auto loading depending on range/target?
    A button like when you switch between normal/fire/cow/explosive. Didn't any of you miss this feature from kingdoms?
    I see no reason why they left it out in ss:hmmm:.
    Last edited by Barser; May 26, 2008 at 08:13 PM.

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  15. #15

    Default Re: Adding Grapeshot

    Re read post. Delete.
    If the Army and the Navy
    Ever gaze on Heaven's scenes
    They will find the streets are guarded
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  16. #16
    Libertus
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    Default Re: Adding Grapeshot

    Its a life saver in close combat, and as mentioned, still lets you use flaming balls since its triggered as a tertiary action, with seperate ammunition, much like the cow carcuses on the Trebuchet.

    My favourite use of it so far was when I was closing in on a Saracen general and what was left of his defending army in the castle of Kerak. He charged the armoured sergeants to the right flank of my bombards, and was close to winning, until I turned my bombard around and blasted him from the rear with a "whiff of grapeshot". I lost some of my own too, but the entire bodyguard and the enemy general himself were cut down.
    Let my Armies be the trees and the rocks, and the birds in the sky -- Charlemagne

  17. #17
    Gorrrrrn's Avatar Citizen
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    Default Re: Adding Grapeshot

    Lets' hope this makes into SS6.2 !

    (Any preference for which gunpowder artillery this should be available to?
    I'd go for bombard and grand bombard, as culverines, cannon and serpentines and basilisks one uses more for accuracy, possibly. )

  18. #18
    Barser's Avatar Senator
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    Default Re: Adding Grapeshot

    Quote Originally Posted by Rozanov View Post
    Lets' hope this makes into SS6.2 !

    (Any preference for which gunpowder artillery this should be available to?
    I'd go for bombard and grand bombard, as culverines, cannon and serpentines and basilisks one uses more for accuracy, possibly. )

    It is really weird that they didn't include it in this mod.
    In kingdoms it was only small bombards that had grapeshot.

    I gave bombards and grand bombards grapeshot since they are best suited since you need to keep those in front of your army as they can't like cannons/baslisk/serpentine shoot over your units.

    Maybe monster bombard should have an über grapeshoot

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  19. #19
    Yoda Twin's Avatar Vicarius
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    Default Re: Adding Grapeshot

    If you slow down the speed (hold shift and slows down by .1) and fire grapeshot you can see the small balls hitting men. I haven't made a successful fire yet in kingdoms but hopefully this will be added in 6.2.
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  20. #20
    Gomer_Pyle's Avatar Ducenarius
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    Default Re: Adding Grapeshot

    tried this out and wow very nice. Rep+

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