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  1. #1

    Default more powerful cannons?

    hi guy!

    I want to change the game play better, I want to sell more powerful cannons , if anyone does know how to do it,please teach me

    thanks

  2. #2

    Default Re: more powerful cannons?

    hmm confusing.

  3. #3

    Default Re: more powerful cannons?

    i mean how to edit to make cannons more powerful?

  4. #4

    Default Re: more powerful cannons?

    Go into export_descr_units, and increase the 'Attack' stat?
    Quote Originally Posted by Denny Crane! View Post
    How about we define the rights that allow a government to say that isn't within my freedom.

  5. #5

    Default Re: more powerful cannons?

    thanks

  6. #6

    Default Re: more powerful cannons?

    i found export_descr_units, like this

    type NE Cannon
    dictionary NE_Cannon ; Cannon
    category siege
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier NE_Cannon_Crew, 16, 2, 0.8
    engine cannon
    attributes sea_faring, hardy, can_withdraw, gunpowder_unit, cannon, artillery, explode, stakes, stakes
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 1, 1, no, 0, 0, melee, artillery_gunpowder, piercing, knife, 25, 1
    stat_pri_attr no
    stat_sec 65, 3, cannon_shot, 380, 30, siege_missile, artillery_gunpowder, blunt, none, 0, 1
    stat_sec_attr ap, bp, area, launching
    stat_pri_armour 3, 1, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 13, disciplined, highly_trained
    stat_charge_dist 10
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1300, 250, 90, 70, 870, 4, 210
    armour_ug_levels 1
    armour_ug_models NE_Cannon_Crew
    ownership hre, sicily, denmark, norway, knights_templar, teutonic_order
    era 2 hre, sicily, denmark, norway, knights_templar, teutonic_order
    recruit_priority_offset -5

    where should i edit to make more fire power, shoot faster, more accurate ?
    Last edited by denter; February 17, 2010 at 09:51 PM.

  7. #7

    Default Re: more powerful cannons?

    data/descr_projectile.txt

    Its also about how the projectile is set up to bounce or shatter on impact. Cannons, being a later development, will bounce.

    Shooting faster cannot be achieved without modding reload anims etc.

  8. #8

    Default Re: more powerful cannons?

    i fine this where should i edit?

    Spoiler Alert, click show to read: 

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;; NEW MTW Cannon Shots
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    projectile bombard_shot

    effect bombard_set
    end_effect ground_impact_bombard_set
    end_man_effect man_impact_catapult_set
    end_package_effect wall_impact_medium_set
    end_shatter_effect ground_impact_bombard_set
    end_shatter_man_effect man_impact_catapult_set
    end_shatter_package_effect wall_impact_medium_set


    damage 120
    damage_to_troops 30
    radius 0.4
    mass 2.0
    area 2.0
    accuracy_vs_units 0.04
    accuracy_vs_buildings 0.04
    accuracy_vs_towers 0.04
    min_angle -15
    max_angle 30
    velocity 110
    bounce 0.01 0.01 0.93 0.5
    body_piercing
    display aimed
    ;effect_only
    ; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
    ;stuck
    effect_only

    projectile flaming_bombard_shot

    flaming bombard_shot
    effect fiery_boulder_bombard_set
    end_effect ground_fiery_impact_medium_set
    end_man_effect man_impact_catapult_set
    end_package_effect wall_impact_fiery_treb_set
    end_shatter_effect ground_fiery_impact_medium_set
    end_shatter_man_effect man_impact_catapult_set
    end_shatter_package_effect wall_impact_fiery_treb_set

    damage 90
    damage_to_troops 30
    radius 0.3
    mass 1.5
    area 3.0
    accuracy_vs_units 0.05
    accuracy_vs_buildings 0.05
    accuracy_vs_towers 0.05
    fiery
    min_angle -15
    max_angle 30
    velocity 110
    ground_shatter
    body_piercing
    display aimed
    effect_only

    projectile bombard_tower_shot

    effect bombard_set
    end_effect ground_impact_bombard_set
    end_man_effect man_impact_catapult_set
    end_package_effect wall_impact_medium_set
    end_shatter_effect ground_impact_bombard_set
    end_shatter_man_effect man_impact_catapult_set
    end_shatter_package_effect wall_impact_medium_set


    damage 120
    damage_to_troops 10
    radius 0.3
    mass 6.0
    area 2.0
    accuracy_vs_units 0.0525
    accuracy_vs_buildings 0.0455
    accuracy_vs_towers 0.025
    min_angle -30
    max_angle 30
    velocity 90
    bounce 0.01 0.01 0.93 0.5
    body_piercing
    display aimed
    ;effect_only
    ; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
    ;stuck
    effect_only

    ;*********************************************

    projectile ribault_shot

    effect ribault_shot_set
    end_effect ground_impact_ribault_set
    end_man_effect man_impact_small_set
    end_package_effect wall_impact_small_set
    end_shatter_effect ground_impact_ribault_set
    end_shatter_man_effect man_impact_small_set
    end_shatter_package_effect wall_impact_small_set

    damage 1
    damage_to_troops 10
    radius 0.1
    mass 0.2
    area 1.5
    accuracy_vs_units 0.03
    accuracy_vs_buildings 0.03
    accuracy_vs_towers 0.03
    min_angle -15
    max_angle 30
    velocity 140
    ground_shatter
    display aimed
    ;effect_only
    ; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
    ;stuck
    model data/models_effects/none.CAS, max, max
    model data/models_effects/none.CAS, 40.0
    model data/models_effects/none.CAS, 80.0
    model data/models_effects/none.CAS, max

    ;*********************************************

    projectile monster_ribault_shot

    effect monster_ribault_shot_set
    end_effect ground_impact_ribault_set
    end_man_effect man_impact_small_set
    end_package_effect wall_impact_small_set
    end_shatter_effect ground_impact_ribault_set
    end_shatter_man_effect man_impact_small_set
    end_shatter_package_effect wall_impact_small_set

    damage 2
    damage_to_troops 20
    radius 0.1
    mass 0.4
    area 2.0
    accuracy_vs_units 0.04
    accuracy_vs_buildings 0.04
    accuracy_vs_towers 0.04
    min_angle -15
    max_angle 30
    velocity 140
    ground_shatter
    display aimed
    ;effect_only
    ; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
    ;stuck
    effect_only

    ;*********************************************

    projectile grand_bombard_shot

    effect bombard_set
    end_effect ground_impact_grand_bombard_set
    end_man_effect man_impact_catapult_set
    end_package_effect wall_impact_medium_set
    end_shatter_effect ground_impact_grand_bombard_set
    end_shatter_man_effect man_impact_catapult_set
    end_shatter_package_effect wall_impact_medium_set

    ;area_effect ae_cannon_shot_large
    damage 240
    damage_to_troops 45
    radius 0.6
    mass 3.0
    area 3.0
    accuracy_vs_units 0.05
    accuracy_vs_buildings 0.05
    accuracy_vs_towers 0.05
    min_angle -15
    max_angle 30
    velocity 110
    bounce 0.01 0.01 0.93 0.5
    body_piercing
    display aimed
    ;effect_only
    ; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
    ;stuck
    effect_only

    projectile flaming_grand_bombard_shot

    flaming grand_bombard_shot
    effect fiery_boulder_grand_bombard_set
    end_effect ground_fiery_impact_grand_bombard_set
    end_man_effect man_impact_catapult_set
    end_package_effect wall_impact_fiery_grand_bombard_set
    end_shatter_effect ground_fiery_impact_grand_bombard_set
    end_shatter_man_effect man_impact_catapult_set
    end_shatter_package_effect wall_impact_fiery_grand_bombard_set

    damage 180
    damage_to_troops 45
    radius 0.5
    mass 2.5
    area 5.0
    accuracy_vs_units 0.06
    accuracy_vs_buildings 0.06
    accuracy_vs_towers 0.06
    min_angle -15
    max_angle 30
    velocity 110
    ground_shatter
    body_piercing
    display aimed
    ;effect_only
    ; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
    ;stuck
    effect_only


    projectile monster_bombard_shot

    effect huge_cannon_ball_set
    end_effect ground_impact_large_set
    end_man_effect man_impact_catapult_set
    end_package_effect wall_impact_monster_set
    end_shatter_effect ground_impact_large_set
    end_shatter_man_effect man_impact_catapult_set
    end_shatter_package_effect wall_impact_monster_set

    ;area_effect ae_monster_shot_large
    damage 720
    damage_to_troops 60
    radius 1.0
    mass 6.0
    area 6.0
    accuracy_vs_units 0.06
    accuracy_vs_buildings 0.06
    accuracy_vs_towers 0.06
    min_angle -15
    max_angle 30
    velocity 110
    bounce 0.01 0.01 0.93 0.5
    body_piercing
    display aimed
    ;effect_only
    ; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
    ;stuck
    effect_only


    projectile cannon_shot

    effect cannon_ball_medium_set
    end_effect ground_impact_bombard_set
    end_man_effect man_impact_catapult_set
    end_package_effect wall_impact_cannons_set
    end_shatter_effect ground_impact_bombard_set
    end_shatter_man_effect man_impact_catapult_set
    end_shatter_package_effect wall_impact_cannons_set

    ;area_effect ae_cannon_shot_large
    damage 180
    damage_to_troops 30
    radius 0.3
    mass 1.5
    area 3.0
    accuracy_vs_units 0.035
    accuracy_vs_buildings 0.035
    accuracy_vs_towers 0.035
    min_angle -15
    max_angle 35
    velocity 130
    bounce 0.01 0.01 0.93 0.5
    body_piercing
    display aimed
    ;stuck
    effect_only


    projectile exploding_cannon_shot

    exploding cannon_shot
    effect cannon_ball_medium_set
    end_effect ground_impact_explosion_culvern_set
    end_man_effect man_impact_catapult_set
    end_package_effect ground_impact_wall_explosion_culvern_set
    end_shatter_effect ground_impact_explosion_culvern_set
    end_shatter_man_effect man_impact_catapult_set
    end_shatter_package_effect ground_impact_wall_explosion_culvern_set

    area_effect ae_cannon_shot_large
    damage 150
    damage_to_troops 30
    radius 0.2
    mass 1.0
    area 9.0
    accuracy_vs_units 0.035
    accuracy_vs_buildings 0.035
    accuracy_vs_towers 0.035
    min_angle -15
    max_angle 35
    velocity 130
    ground_shatter
    body_piercing
    ;bounce 0.5 0.6 0.5 0.4
    display aimed
    ;effect_only
    ; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
    ;stuck
    effect_only


    projectile culverin_shot

    effect cannon_ball_medium_set
    end_effect ground_impact_bombard_set
    end_man_effect man_impact_catapult_set
    end_package_effect wall_impact_cannons_set
    end_shatter_effect ground_impact_bombard_set
    end_shatter_man_effect man_impact_catapult_set
    end_shatter_package_effect wall_impact_cannons_set

    ;area_effect ae_cannon_shot_large
    damage 90
    damage_to_troops 20
    radius 0.1
    mass 0.5
    area 2.5
    accuracy_vs_units 0.025
    accuracy_vs_buildings 0.025
    accuracy_vs_towers 0.025
    min_angle -15
    max_angle 35
    velocity 140
    bounce 0.01 0.01 0.93 0.5
    body_piercing
    display aimed
    effect_only


    projectile exploding_culverin_shot

    exploding culverin_shot
    effect cannon_ball_medium_set
    end_effect ground_impact_explosion_culvern_set
    end_man_effect man_impact_catapult_set
    end_package_effect ground_impact_wall_explosion_culvern_set
    end_shatter_effect ground_impact_explosion_culvern_set
    end_shatter_man_effect man_impact_catapult_set
    end_shatter_package_effect ground_impact_wall_explosion_culvern_set

    area_effect ae_cannon_shot_large
    damage 75
    damage_to_troops 20
    radius 0.1
    mass 0.5
    area 7.5
    accuracy_vs_units 0.025
    accuracy_vs_buildings 0.025
    accuracy_vs_towers 0.025
    min_angle -15
    max_angle 35
    velocity 140
    ground_shatter
    body_piercing
    ;bounce 0.5 0.6 0.5 0.4
    display aimed
    effect_only


    projectile mortar_shot
    effect cannon_ball_medium_set
    end_effect ground_impact_mortar_set
    end_man_effect man_impact_catapult_set
    end_package_effect wall_impact_medium_set
    end_shatter_effect ground_impact_mortar_set
    end_shatter_man_effect man_impact_catapult_set
    end_shatter_package_effect wall_impact_medium_set

    area_effect ae_mortar_shot
    damage 150
    damage_to_troops 20
    radius 0.1
    mass 0.5
    area 2.5
    accuracy_vs_units 0.035
    accuracy_vs_buildings 0.035
    accuracy_vs_towers 0.035
    min_angle 45
    max_angle 80
    prefer_high
    velocity 55, 30
    ground_shatter
    body_piercing
    ;bounce 0.5 0.6 0.5 0.4
    display aimed
    ;stuck
    effect_only
    Last edited by Caesar Clivus; February 18, 2010 at 07:40 PM. Reason: Spoilered wall of text

  9. #9
    JorisofHolland's Avatar Primicerius
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    Default Re: more powerful cannons?

    Better ask in the Mod Workshop. That's the place for all modding questions, actually.
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

  10. #10
    Ferdiad's Avatar Patricius
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    Default Re: more powerful cannons?

    Change the 2 on the soldier line to a higher number,this increases the number of cannons

    type NE Cannon
    dictionary NE_Cannon ; Cannon
    category siege
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier NE_Cannon_Crew, 16, 2, 0.8
    engine cannon
    attributes sea_faring, hardy, can_withdraw, gunpowder_unit, cannon, artillery, explode, stakes, stakes
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 1, 1, no, 0, 0, melee, artillery_gunpowder, piercing, knife, 25, 1
    stat_pri_attr no
    stat_sec 65, 3, cannon_shot, 380, 30, siege_missile, artillery_gunpowder, blunt, none, 0, 1
    stat_sec_attr ap, bp, area, launching
    stat_pri_armour 3, 1, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 13, disciplined, highly_trained
    stat_charge_dist 10
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1300, 250, 90, 70, 870, 4, 210
    armour_ug_levels 1
    armour_ug_models NE_Cannon_Crew
    ownership hre, sicily, denmark, norway, knights_templar, teutonic_order
    era 2 hre, sicily, denmark, norway, knights_templar, teutonic_order
    recruit_priority_offset -5

  11. #11
    Domesticus
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    Default Re: more powerful cannons?

    As a hint I can say that don't allow more than 3 artillery pieces per unit.

  12. #12

    Default Re: more powerful cannons?

    Quote Originally Posted by Da Goofy View Post
    As a hint I can say that don't allow more than 3 artillery pieces per unit.
    In SS/RC ballista companies come equipped with four ballistas. Is this just an exception or might this be causing some buggy behavior the way it is? Seems to be working fine though.

  13. #13
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: more powerful cannons?

    Quote Originally Posted by Da Goofy View Post
    As a hint I can say that don't allow more than 3 artillery pieces per unit.
    By default there are 4 artillery pieces per unit for the most part.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  14. #14

    Default Re: more powerful cannons?

    thanks guys!!!

    in which year you have cannon? in 1251 i only have bombard,grandbombard
    i play as france
    Last edited by denter; February 21, 2010 at 08:04 AM.

  15. #15
    Domesticus
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    Default Re: more powerful cannons?

    It just depends on their cost and the size of other units.
    If that works fine, then I'll shut up.

  16. #16

    Default Re: more powerful cannons?

    In RR/RC artillery units come with between 1 (Monster Bombard) and 4 (Ballista) pieces.

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