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  1. #1

    Default Trebuchet Q?

    A long standing pet peeve of mine has been the utterly useless and largely counter-productive "fling cows" ability given to trebuchets.

    Finally, I had enough and changed the EDU, replacing the associated line for the trebuchet unit with the primary weapon of the mangonel unit. The result, is that I now have trebuchets that throw exploding barrels after exhausting their supply of boulders. I find this to be a net positive as it allows for a primary bombardment against the walls and towers themselves, followed by a secondary bombardment (combined with archer fire) against the defending units themselves.

    My only gripe however, is that unlike with the cows, I cannot toggle this ability. I can still toggle flaming/standard ammo, but I cannot engage the barrel ammo until the unit runs out of rocks to throw.

    Supposing I could overcome this, I feel it would effectively combine the trebuchet and mangonel units which would be a huge plus in my eyes. Though incredibly useful in sieges, I find their usefulness in field battles vastly inferior as is. Likewise, the Mangonel is great for field battles (certainly on the defensive or with favorable terrain) and although has versatility in sieges as well, is a unit space I'd rather devote to additional infantry.

    So, what am I missing? Is there something else I need to modify?

  2. #2
    Andytheplatypus's Avatar Domesticus
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    Default Re: Trebuchet Q?

    How did you swap out the barrel for the cow? In descr_projectiles?

  3. #3

    Default Re: Trebuchet Q?

    No. In the EDU I replaced the existing lines under the Trebuchet unit for stat_ter and stat_ter_attr with the stat_pri and stat_pri_attr from the Mangonel.

    type NE Trebuchet
    dictionary NE_Trebuchet ; Trebuchet
    category siege
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier NE_Trebuchet_Crew, 24, 2, 0.8, 0.30
    officer northern_captain
    engine trebuchet


    attributes sea_faring, hardy, can_withdraw, artillery
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 2
    stat_pri 1, 1, no, 0, 0, melee, artillery_mechanical, piercing, knife, 15, 1
    stat_pri_attr no
    stat_sec 70, 3, trebuchet, 250, 30, siege_missile, artillery_mechanical, blunt, none, 0, 1
    stat_sec_attr ap, bp, area, launching
    stat_ter 80, 3, mangonel_shot, 200, 30, siege_missile, artillery_gunpowder, blunt, none, 26, 1
    stat_ter_attr ap, bp, launching
    stat_pri_armour 3, 3, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 11, disciplined, highly_trained
    stat_charge_dist 6
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 700, 250, 90, 70, 430, 4, 100
    armour_ug_levels 1
    armour_ug_models NE_Trebuchet_Crew
    ownership england, norway, scotland, hre, france, denmark, portugal, spain, aragon, venice, milan, sicily, eastern_european, greek, papal_states, teutonic_order, jerusalem
    era 1 northern_european, southern_european
    recruit_priority_offset -10

    I looked through descr_projectiles but I'm not sure I see a definition there that would affect being able to toggle it on/off. Maybe I am just missing something obvious though....
    Last edited by CoeurDeLion; June 19, 2014 at 09:20 PM.

  4. #4
    Andytheplatypus's Avatar Domesticus
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    Default Re: Trebuchet Q?

    In descr_projectile it says the following:
    projectile cow_carcass

    effect cow_carcass_projectile_set
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;NB: effects for cow cow_carcass are now handled in ae_cow_carcass described in descr_area_effects.xml;

    I am guessing here because I have never messed with it but what you will have to do is change descr_area_effects.xml from an xml file to a .txt file that way you can edit the 'effects' for cow_carcass so it will be like the mangonel shot. That way it will be toggle_able.

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