When you hover over an unmanned siege weapon it says the name (e.g. trebuchets) - and this is editable in shared.txt (e.g. {ST_TREBUCHETS}Trebuchets).
However, I've made a custom siege weapon and can't find where to specify the {ST_ } part for it.
It's linked to the engine (EDU entry) you are using:
{ST_TREBUCHET}Trebuchet
{ST_TREBUCHETS}Trebuchets
{ST_BOMBARD}Bombard
{ST_BOMBARDS}Bombards
{ST_GRAND_BOMBARD}Grand bombard
{ST_GRAND_BOMBARDS}Grand bombards
{ST_HUGE_BOMBARD}Huge bombard
{ST_HUGE_BOMBARDS}Huge bombards
{ST_CULVERIN}Culverin
{ST_CULVERINS}Culverins
{ST_BASILISK}Basilisk
{ST_BASILISKS}Basilisks
{ST_CANNON}Cannon
{ST_CANNONS}Cannons
{ST_MORTAR}Mortar
{ST_MORTARS}Mortars
{ST_SERPENTINE}Serpentine
{ST_SERPENTINES}Serpentines
{ST_ROCKET_LAUNCHER}Rocket launcher
{ST_ROCKET_LAUNCHERS}Rocket launchers
{ST_RIBAULT}Ribault
{ST_RIBAULTS}Ribaults
{ST_MONSTER_RIBAULT}Monster ribault
{ST_MONSTER_RIBAULTS}Monster ribaults
Like I said before try creating a new troop type called "greekfirecannon_Crew" and mod your game accordingly.Code:type NE Catapult dictionary NE_Catapult ; Catapult category siege class missile voice_type Heavy banner faction main_missile banner holy crusade soldier NE_Catapult_Crew, 16, 2, 0.8, 0.30 officer northern_captain engine catapult 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 55, 3, catapult, 300, 30, siege_missile, artillery_mechanical, blunt, none, 0, 1 stat_sec_attr ap, bp, area, 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, 600, 150, 90, 70, 400, 4, 100 armour_ug_levels 1 armour_ug_models NE_Catapult_Crew ownership england, norway, scotland, hre, france, denmark, portugal, spain, aragon, venice, milan, sicily, eastern_european, greek, papal_states, teutonic_order, jerusalem era 0 northern_european, southern_european era 1 northern_european, southern_european recruit_priority_offset -20
Just to rule this out.
Also I would love to see the piece being modeled like in the picture below (if it is not too much trouble):
Spoiler Alert, click show to read:
At least change the texture color to bronze.
After following up on the descr_engine hint I am convinced that the text reference is to 'class' in descr_engines, not 'engine' in EDU.
Especially when looking at this default\vanilla entry:
Only 'grand' is in shared.txt.Code:type great_bombard culture all class grand_bombard
Mangonel is there, between ladder and holy_cart.
Just to add to the research, onager, heavy_onager, and scorpion are still valid classes in descr_engines.txt. However for the purpose of the displayed texts, only scorpion displays properly as typed in shared.txt (need to be added as {ST_SCORPION} and {ST_SCORPIONS}), onagers are displayed as whatever is in {ST_CATAPULT}, and heavy_onagers are displayed as {ST_TREBUCHET} (and their respective plurals), regardless of the presence of the onager and heavy_onager lines in shared.txt if added.
The scorpion is essentially left as an open slot for one custom, artillery type siege weapon class (i.e. projectile launching).
Last edited by Medusa0; March 12, 2018 at 07:28 PM. Reason: Removed erroneous note about scorpion class not being able to target buildings.
I took the liberty of adjusting the title for better reference.
This is a setting in descr_projectile, a combination of 'damage' and 'accuracy' or zero setting for general damage. Buildings need to be targeted manually anyhow by the player. Given the low 'damage' for ballista (mortar is 230) I don't think the AI would attempt to breach a wall with it.siege engines assigned this class may not target buildings at all and may only be used against troops and other siege weapons
Zero setting for general damage and a defined value for unit damageCode:projectile ballista damage 10 damage_to_troops 5 radius 0 mass 0.8 accuracy_vs_units 0.005 accuracy_vs_buildings 0.05 accuracy_vs_towers 0.025
Code:projectile scorpion damage 0 damage_to_troops 2