Quote Originally Posted by Cid
I hate to beat a dead horse, and maybe this belongs in the Mod section... but I will. I'm so close!

Tried to mod the E_D_Building file to leave only one slot available for catapults, artillery, etc. as per RickooClan's suggestion above. I see that the numbers after "Recruit_Pool" for catapults are pretty much as follows-
1, 0.4, 3, 0.

I assumed that the "3" stands for three slots available, so I changed them all to 1. I'm still getting multiple catapult slots available in my campaign though, at least for my faction. I also notice that "recruitment_slots" only appears under castles where catapults/artillery aren't listed. When you reach the catapult area of the file there's no recruitment slots line.

If someone could help me out with this or point me to a thread that can, I'd appreciate it.

Thanks
Hi Cid, this is what i have done in the building file and see if this helps:
recruit_pool "NE Ballista" 1 0.25 1 0 requires factions { england, } and region_religion catholic 20
recruit_pool "NE Ballista" 1 0.25 1 0 requires factions { barons_alliance, } and region_religion catholic 20
recruit_pool "NE Ballista" 1 0.25 1 0 requires factions { scotland, } and region_religion scottish 20
recruit_pool "NE Ballista" 1 0.25 1 0 requires factions { norway, } and region_religion norwegian 20
recruit_pool "NE Ballista" 1 0.25 1 0 requires factions { Ireland, } and region_religion irish 20
recruit_pool "NE Ballista" 1 0.25 1 0 requires factions { Wales, } and region_religion welsh 20
But i have to remind that this is just part of the editing as you have to edit each level of siege building in both city and castle.

Also, you might have to edit the cannon making building in the same way as well. So there would be some copy and paste stuff to do!

But i think this worth it as it pretty much stop the AI from recruiting 50%+ artillery army in my game.