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Thread: Removing grenades - how?

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  1. #1

    Default Removing grenades - how?

    I have been running Darth Mod along with Cert's Battle AI and the game is still way too easy even on the hardest battle AI.

    I came across some newer, realism based mods that I have installed and am now playing. I remembered that Darth Mod removed grenades though, which is what I wanted.

    So my question is what table location do I have to modify in order to remove grenades completely from the game?

    I can figure this out eventually but any people who are willing to help direct me will greatly speed this process up for me.

    Thanks.

  2. #2
    irishron's Avatar Cura Palatii
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    Default Re: Removing grenades - how?

    Moved to where you can get help.

  3. #3

    Default Re: Removing grenades - how?

    If you're still interested in "fixing" this, it's actually quite simple.

    Open up you mod of choice in DBEditor and look at the vanilla unit_stats_land_table\unit_stats_land. Scan across the rows. The first boolean you see will be "can throw grenades". Make this False for all units (there are 10 grenadier units prussian_grenadiers, elite_guard_grenadiers, elite_hungarian_grenadiers, euro_grenadiers, euro_grenadiers_bearskin, horse_grenadier_guards, janissaries_beylik_grenadiers, janissaries_cemaat_grenadiers, russian_grenadiers, and spanish_grenadiers).

    Also look out for the east_grenade_launchers, and euro_grenade_launchers. I've never seen them in-game, but they are armed with grenade launchers instead of muskets. For them you can either permaban them using unit_to_exclusive_faction_permissions_table and adding "False" for the ottomans (east) and russians (euro). And Voila! No more walking artillery mobs.

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