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Thread: 24pdrs obsolete 12pdrs?

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  1. #1
    Mooncabbage's Avatar Ducenarius
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    Default 24pdrs obsolete 12pdrs?

    It seems that in the game 24pdrs obsolete 12pdrs, both for cannons and howitzers. This is very a-historical, calibres larger than 12pdrs became less popular on the battlefield due to their extra size and weight, instead becoming largely relegated to a siege role.

    That's besides the point really, can anyone tell me how to prevent 24pdrs obsoleting 12pdrs? I have had a look in main.pack's DB tree and I can't find anything.
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    Empire: Tactical Warfare Mod v1.0

  2. #2
    alpaca's Avatar Harbinger of saliva
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    Default Re: 24pdrs obsolete 12pdrs?

    I think you just have to add the 12lbs to the appropriate buildings.

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  3. #3
    Mooncabbage's Avatar Ducenarius
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    Default Re: 24pdrs obsolete 12pdrs?

    Hmm possibly.... Could it be that easy, I wonder
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  4. #4
    alpaca's Avatar Harbinger of saliva
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    Default Re: 24pdrs obsolete 12pdrs?

    Quote Originally Posted by Mooncabbage View Post
    Hmm possibly.... Could it be that easy, I wonder
    Since the game doesn't really have a notion of a unit making another obsolete: Yes, I think so.

    No thing is everything. Every thing is nothing.

  5. #5
    Mooncabbage's Avatar Ducenarius
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    Default Re: 24pdrs obsolete 12pdrs?

    I'm sure I've seen the term obsolete somewhere in the pack files though. Possibly it is technology obsoleting units though.
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  6. #6
    alpaca's Avatar Harbinger of saliva
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    Default Re: 24pdrs obsolete 12pdrs?

    You wish! There's no tech obsolescence, either.

    No thing is everything. Every thing is nothing.

  7. #7
    Mooncabbage's Avatar Ducenarius
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    Default Re: 24pdrs obsolete 12pdrs?

    Mmm I have tried cloning the building entries for 24pdrs, and renaming them to the 12pdr variety.... And I get a crash on load. Something about assigning the 12pdr to the same buildings as 24pdrs is causing a crash. I've tried renaming the file, using only the changed entries, and it still crashes, i've tried replacing it entirely, and it crashes, and finally I just imported the vanilla file into my mod to see if it was just a file that didn't want to be modded... and it loaded perfectly. So I think maybe I still need to find the file that makes 24pdrs replace 12pdrs, and fix that.
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    Empire: Tactical Warfare Mod v1.0

  8. #8

    Default Re: 24pdrs obsolete 12pdrs?

    the obsolence is with techs, Diamond formation obsoletes wedge formation, Ring Bayonet obsoletes Plug Bayonet.

    To the point: Your change should not cause a crash, you have propably misstyped the unit ID somewhere. You will need the exact name of the unit, just replacing 24 with 12 does not do if the unit names are not identical up to the number.


  9. #9
    Mooncabbage's Avatar Ducenarius
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    Default Re: 24pdrs obsolete 12pdrs?

    Yeah though i checked if they were the same

    Perhaps I missed something, I guess I'll try again later
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  10. #10
    Skyline Pete's Avatar Senator
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    Default Re: 24pdrs obsolete 12pdrs?

    Read through one of the "Adding A New Unit" guides that are posted around here, that will give you a far better understanding of how to add new units to existing structures.

    Alternatively, I'm pretty sure just adding the 12pder Unit to the further buildings will help solve your problem. So where you would research the technology that allows you to construct the higher tier of building, whereby that new building does not contain an entry for 12pder allowing you to build it you can then change by adding the 12pder unit to the line.

    I'll try to explain better below;

    Building A: 12pder in recruitment cue

    Building A rendered 'obsolete' by construction of Building B

    Building B: 24pder in recruitment cue, 12pder not in recruitment cue

    =====
    By modding Building B to allow construction of the 12pder, you then allow yourself to continue to train both 12 and 24 pounder cannons.

    This is all theory, I will try to fix something along these lines later tonight in PFM.

    ==========================
    Edit:

    Ok, yes I was correct as I had assumed. All you need to do is duplicate a row in the Engineer School entry within the Building_Units_Allowed database and then rename it to the 12pder. Heck, if you really want you can even set it so that 12pders trained in the highest tier building allows you to create experienced units.
    I must commend you on pointing this out I had most definitely not thought about this at all, and you would think that CA would allow people to continue to recruit lower tier units with better experience as we see with naval recruitment and to a limited effect, land units.

    Now that I'm going to implement this, any ideas on how to create differences between the 2 units? Perhaps greater range for the 24pder but longer reload time? Perhaps increase the accuracy for the 12pder?
    Last edited by Skyline Pete; July 31, 2009 at 04:21 AM. Reason: Cos I can!

  11. #11
    Mooncabbage's Avatar Ducenarius
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    Default Re: 24pdrs obsolete 12pdrs?

    Yes, that's the method I used
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