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Thread: No more gunpowder!!

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  1. #1

    Default No more gunpowder!!

    I just started running SS6.4 a few days ago and am loving it. The only thing I would like to change is taking out all gunpowder units. I've tried downloading and running NoGunsAllowed mod (found here - http://www.twcenter.net/forums/showthread.php?t=498690). I receive an error message at the SS_Setup whenever I try to activate the mod. No help from the creator of the mod in over a month.

    I've searched many forums to find a similar mod and have come up short. I'm aware you can edit the descr_events folder to take out gunpowder being discovered but I believe you then lose the ability to make the necessary dockyards to eventually sail to the Americas.

    So is there another mod out there or way to edit necessary files to take out gunpowder units in SS6.4?

  2. #2

    Default Re: No more gunpowder!!

    Stainless Steel doesn't have the Americas.

  3. #3

    Default Re: No more gunpowder!!

    Lol, okay, good point (was not aware of that). Any chance you could explain which lines I remove from the descr_events folder to take out gun powder then?

  4. #4

    Default Re: No more gunpowder!!

    Quote Originally Posted by ranjas75 View Post
    Lol, okay, good point (was not aware of that). Any chance you could explain which lines I remove from the descr_events folder to take out gun powder then?
    You'd be better off editing export_descr_buildings and simply removing any gunpowder units since there are many other non-gunpowder units which use the same events as gunpowder units. If you simply remove all gunpowder unit events, you'll mess up the recruitment of many non-gunpowder units.

  5. #5

    Default Re: No more gunpowder!!

    I don't suppose you have an edited export_descr_buildings file with the units already taken out do you that I could DL do you?

    If not, do I simply remove a unit by deleting all the text pertaining to the unit or is there a simpler/quicker way? I imagine there must be a lot of units to edit out...?

  6. #6

    Default Re: No more gunpowder!!

    Quote Originally Posted by ranjas75 View Post
    I don't suppose you have an edited export_descr_buildings file with the units already taken out do you that I could DL do you?

    If not, do I simply remove a unit by deleting all the text pertaining to the unit or is there a simpler/quicker way? I imagine there must be a lot of units to edit out...?
    No I do not. You remove a unit's recruitment line in export_descr_buildings by deleting each line that you find them in there.

  7. #7

    Default Re: No more gunpowder!!

    Just so I'm clear.. here's what I'm working with atm :
    -----------------------------------------------------------------
    cannon_foundry
    }
    }
    cannon_foundry city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter CANNONS 1
    {
    convert_to 2
    capability
    {
    recruit_pool "NE Culverin" 1 0.2 2 0 requires factions { england, scotland, france, spain, aragon, portugal, milan, venice, papal_states, } and event_counter GOTHIC_ARMOR 1
    recruit_pool "NE Cannon" 1 0.2 2 0 requires factions { hre, sicily, teutonic_order, } and event_counter GOTHIC_ARMOR 1
    recruit_pool "NE Serpentine" 1 0.15 1 0 requires factions { denmark, norway, } and event_counter GOTHIC_ARMOR 1
    recruit_pool "NE Serpentine" 1 0.15 1 0 requires factions { poland, lithuania, hungary, } and event_counter GOTHIC_ARMOR 1
    recruit_pool "NE Cannon" 1 0.2 2 0 requires factions { russia, kievan_rus, byzantium, } and event_counter GOTHIC_ARMOR 1
    recruit_pool "ME Cannon" 1 0.2 2 0 requires factions { moors, egypt, turks, kwarezm, cumans, } and event_counter GOTHIC_ARMOR 1
    recruit_pool "NE Serpentine" 1 0.15 1 0 requires factions { france, hre, } and event_counter GOTHIC_ARMOR 1
    recruit_pool "NE Cannon" 1 0.2 2 0 requires factions { denmark, norway, } and event_counter GOTHIC_ARMOR 1
    recruit_pool "NE Cannon" 1 0.2 2 0 requires factions { poland, } and event_counter GOTHIC_ARMOR 1
    recruit_pool "NE Mortar" 1 0.1 1 0 requires factions { england, scotland, venice, papal_states, sicily, jerusalem, } and event_counter hundred_years_war 1
    recruit_pool "NE Grand Bombard" 1 0.1 1 0 requires factions { france, hre, spain, aragon, portugal, milan, teutonic_order, } and event_counter SHATIR 1
    recruit_pool "NE Ribault" 1 0.15 1 0 requires factions { denmark, norway, }
    recruit_pool "NE Ribault" 1 0.15 1 0 requires factions { poland, hungary, }
    recruit_pool "NE Grand Bombard" 1 0.1 1 0 requires factions { russia, lithuania, kievan_rus, byzantium, } and event_counter SHATIR 1
    recruit_pool "ME Grand Bombard" 1 0.1 1 0 requires factions { moors, egypt, turks, kwarezm, timurids, cumans, } and event_counter SHATIR 1
    recruit_pool "NE Ribault" 1 0.15 1 0 requires factions { england, scotland, spain, aragon, portugal, milan, venice, papal_states, sicily, }
    recruit_pool "NE Bombard" 1 0.1 1 0 requires factions { england, scotland, france, hre, denmark, spain, aragon, portugal, milan, venice, papal_states, sicily, norway, jerusalem, teutonic_order, } and event_counter first_blast_furnace 1
    recruit_pool "NE Bombard" 1 0.1 1 0 requires factions { poland, lithuania, russia, kievan_rus, hungary, } and event_counter first_blast_furnace 1
    recruit_pool "NE Bombard" 1 0.1 1 0 requires factions { byzantium, } and event_counter first_blast_furnace 1
    recruit_pool "ME Bombard" 1 0.1 1 0 requires factions { moors, egypt, turks, kwarezm, cumans, } and event_counter CANNONS 1
    recruit_pool "AS Rocket Launcher" 1 0.25 2 0 requires factions { mongols, timurids, }
    weapon_naval_gunpowder 1

    }
    material stone
    construction 7
    cost 6000
    settlement_min large_city
    upgrades
    --------------------------------------------------------

    So I would delete everything 'red' in this case?

  8. #8

    Default Re: No more gunpowder!!

    That is correct.

  9. #9

    Default Re: No more gunpowder!!

    So I just got done removing all the gunpowder units from the descr_building file. I couldn't remember the name of all the gunpowder units in the game and the only tech tree I could find online was from SS6.1 so HOPEFULLY no more gunpowder units have been added since SS6.1 (now running SS6.4). I counted out some 20 or so units that use gunpowder (counting duplicate units as one (ex - Janissary musketeers and Cossack musketeers = 1)). I was able to run the SS_Setup and launch the game. Haven't tried a campaign yet but I suppose I wont REALLY know if it worked until I reach that point in an actual campaign.

    All the same - thanks for taking your time and walking me through it, really appreciate the help!

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