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  1. #1
    Strategos Alexandros's Avatar Centenarius
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    Default Byzantine Cannons

    I love to play as the Romans, but one thing I hate, their lack of gunpowder.

    I find it a bit stupid when I've conquered 50% of the world and I'm the richest nation, I can't build cannons. I know they hadn't many cannons historically but they also didn't conquer 50% of the world. This game is about changing history! Well, mod it you might say, but I've never modded in my life.

    Could somebody help me with this, or do it for me. Or has it already been done by someone?
    If it is just a very easy change in the script, could somebody change it for me, so I can copy-past it?
    Vale,
    Strategos Alexandros

    P.S. Would you please point out if I make any grammatical or spelling errors? It would be very much appreciated. I will rep+ you if you can also explain the error to me.

  2. #2

    Default Re: Byzantine Cannons

    You are Right indeed,If you expand half the map you should get some of the other countries technology this is only fair. their are some restrictions thou if i remember right

  3. #3
    The Colonel's Avatar Biarchus
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    Default Re: Byzantine Cannons

    Could just add them to the Byzantine Roster, bad thing is scripting when its supposed to appear, and giving the appropriate skins to the evolved Byzantine gunners. Still the issue of advanced plate, infantry would still get creamed by the heavier more advanced knights. Would have to create an entirely new unit to represent the evolution of the Byzantines into the modern world. Would make for an interesting sub-mod.

  4. #4
    Strategos Alexandros's Avatar Centenarius
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    Default Re: Byzantine Cannons

    Quote Originally Posted by The Colonel View Post
    Could just add them to the Byzantine Roster, bad thing is scripting when its supposed to appear, and giving the appropriate skins to the evolved Byzantine gunners. Still the issue of advanced plate, infantry would still get creamed by the heavier more advanced knights. Would have to create an entirely new unit to represent the evolution of the Byzantines into the modern world. Would make for an interesting sub-mod.
    Great Idea, only find a (some) modder(s) then. But aren't all unit slots used? And just cannons even if they have rebel skins are good enough for me.
    Last edited by Strategos Alexandros; March 25, 2010 at 12:44 PM.
    Vale,
    Strategos Alexandros

    P.S. Would you please point out if I make any grammatical or spelling errors? It would be very much appreciated. I will rep+ you if you can also explain the error to me.

  5. #5

    Default Re: Byzantine Cannons

    Quote Originally Posted by Strategos Alexandros View Post
    Great Idea, only find a (some) modder(s) then. But aren't all unit slots used? And just cannons even if they have rebel skins are good enough for me.
    I don't think using the Venetian cannons or something would take up a slot. You could try that, they wouldn't look out of place much.
    ...ceterum autem censeo Carthaginem esse delendam.

  6. #6
    Strategos Alexandros's Avatar Centenarius
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    Default Re: Byzantine Cannons

    Quote Originally Posted by Sir Walter View Post
    I don't think using the Venetian cannons or something would take up a slot. You could try that, they wouldn't look out of place much.
    But how do I do it? I'm a pathetic modder so somebody else must do it or instruct me very, very clearly.
    Vale,
    Strategos Alexandros

    P.S. Would you please point out if I make any grammatical or spelling errors? It would be very much appreciated. I will rep+ you if you can also explain the error to me.

  7. #7

    Default Re: Byzantine Cannons

    Quote Originally Posted by The Colonel View Post
    Could just add them to the Byzantine Roster, bad thing is scripting when its supposed to appear, and giving the appropriate skins to the evolved Byzantine gunners. Still the issue of advanced plate, infantry would still get creamed by the heavier more advanced knights. Would have to create an entirely new unit to represent the evolution of the Byzantines into the modern world. Would make for an interesting sub-mod.
    Although the cannon thing has been cleared up, I have to say that the idea of creating Late Era Byzantines is really interesting. They're my favorite faction till the late era, after which they start to become less exciting because even with CBUR a lot of their good (or late) units are made of foreigners or non-Greeks. Maybe if someone was up to it, a LE Byzantine roster addition might be a great thing (the freeing up unit slots aside).

  8. #8
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Byzantine Cannons

    Check the Mod Workshop section of the forums for tutorials on adding other faction's units to another.

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

  9. #9
    Mr. Tornado's Avatar Semisalis
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    Default Re: Byzantine Cannons

    I think there should be a "Rebirth of the Roman Empire" trigger that happens when you conquer Rome and some other regions. It could unlock new units, ect... It should be hard to do, though.

  10. #10

    Default Re: Byzantine Cannons

    The easiest thing to do would be to add some mercenary companies as recruitable in the EDB, as they already have these available. And as far as I remember the ERE did use some mercenary artillery, so it would be historically accurate.

    However there is no proper mercenary artillery company that I can find in the EDU, only ribaults and monster bombards which might be a bit over the top.
    Sadly as this mod is already at the unit limit adding a new ERE artillery unit or mercenary.

    Using the northern European unit might work, though might need a bit of retexturing to fit in, and wont fit perfectly any way, but if your not picky it'll work.


    Quote Originally Posted by Mr. Tornado View Post
    I think there should be a "Rebirth of the Roman Empire" trigger that happens when you conquer Rome and some other regions. It could unlock new units, ect... It should be hard to do, though.
    Now this I like, seeing as they might very well utilize the technology available in such a situation, one could script it so that taking say the northern Italian regions would trigger a military reform. The problem would be units. Though I've got a couple of weeks with nothing to do, so might give it a go, but would have to remove something for that.

    Considering removing Khawrezmians, Cumans, and Timurids, as these don't intrest me in the least. Would have to learn to edit the map though, and it seems pretty tricky, but what the hell.
    Would leave room for new factions and units.

    Would make for a nice SS sub mod, maybe called something like Roma Resurectum.

  11. #11

    Default Re: Byzantine Cannons

    Quote Originally Posted by Snelhest View Post
    Considering removing Khawrezmians, Cumans, and Timurids, as these don't intrest me in the least. Would have to learn to edit the map though, and it seems pretty tricky, but what the hell.
    Would leave room for new factions and units.

    Would make for a nice SS sub mod, maybe called something like Roma Resurectum.
    Um... removing the Khwarezmians and Cumans makes it really easy for the Mongols to expand so everything will fail, as factions are inexorably pushed westward. Timurids will be a less disastrous removal but nonetheless very inaccurate to remove.
    ...ceterum autem censeo Carthaginem esse delendam.

  12. #12

    Default Re: Byzantine Cannons

    Yes someone added cannons to Byzzies, this is PB in RR.

    Kill Them All, Let God Sort Them Out!


  13. #13

    Default Re: Byzantine Cannons

    Quote Originally Posted by Sir Walter View Post
    Um... removing the Khwarezmians and Cumans makes it really easy for the Mongols to expand so everything will fail, as factions are inexorably pushed westward. Timurids will be a less disastrous removal but nonetheless very inaccurate to remove.
    Well I would reduce the size of the map as well, thus there would be no easy territories to claim, the map would represent the same area as vanilla, though larger. Essentially just cropping off the outer areas.

    And well I would rather not remove anything, but with a limited engine what can you do? And personally I hardly ever play that far east.

    Might give a try to scripting reforms with currently existing late era units at first to see how it works out.
    For example Nothern Italy would give men at arms and musketeers, while say taking the Russian steppes would give cossack gunners.

  14. #14
    Kaledon's Avatar Civis
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    Default Re: Byzantine Cannons

    As Gogolometro mentioned, RR/RC has cannons for byzzies, as well as basic arquebus units. Also, when it comes to the sort of recruitment you're talking about Snelhest... RR/RC has a similar thing. Area of Recruitment units that are only available from certain settlements, regardless of faction. Cossack Gunners may not be included, and it's not really what you're talking about, but I thought it deserved a mention. ^_^

  15. #15

    Default Re: Byzantine Cannons

    wish i could find the mod workshop

  16. #16

    Default Re: Byzantine Cannons

    Quote Originally Posted by bubbathegump View Post
    wish i could find the mod workshop
    Here it is.
    ...ceterum autem censeo Carthaginem esse delendam.

  17. #17
    Strategos Alexandros's Avatar Centenarius
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    Default Re: Byzantine Cannons

    Has somebody added cannons to the Byzzies before, could someone make a sub-mod for this???
    Vale,
    Strategos Alexandros

    P.S. Would you please point out if I make any grammatical or spelling errors? It would be very much appreciated. I will rep+ you if you can also explain the error to me.

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