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Thread: Modding Artillary Fire Location?

  1. #1
    Member Member MAX274bm's Avatar
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    Default Modding Artillary Fire Location?

    I'm not sure this is possible to mod but I will ask:

    Currently you have to select an enemy unit to aim your artillary at for the artillary to fire. Problem with this is that if the unit moves then the artillary has to move to compensate, then re-aim and start firing again. It describes cannons in the stats as "area attack" weapons. The way they function at the moment means they might as well be musketts!

    1) Is it possible to make a mod that makes the fire location a MAP based location i.e, you aim for an area on a map rather than a specific unit?

    And just one other question while I am here.

    2) I know how to mod the game to increase the amount of turns in the game (so that each turn is say 6 months rather than 2 years), but are the announcements i.e "The World is round" or the one about the discovery of Gunpowder linked to turns or dates? I suspect its turns.

    Thanks

  2. #2
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Modding Artillary Fire Location?

    Events are linked to dates, not turns. The numbers in descr_events are years after the game start.

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Modding Artillary Fire Location?

    The thing about fire locations sounds hard-coded really. This is something the engine would handle, isn't it?

    I'd like the feature, too, though (for archers and handguns, too).

  4. #4
    Member Member MAX274bm's Avatar
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    Default Re: Modding Artillary Fire Location?

    I thought this would be hardcoded.

    And I agree alpaca it would be useful for many ranged units.

    Ahh well maybe for patch3 then

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