buildings fixed and art redone for gunners
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4e66822cfb
commit
d7ad398eef
10 changed files with 113 additions and 3 deletions
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@ -417,3 +417,92 @@ NEOW_militia = {
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}
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}
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icon = pikemen_militia
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icon = pikemen_militia
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}
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}
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horse_gunmen = {
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type = archer_cavalry
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damage = 60
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toughness = 18
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pursuit = 30
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screen = 25
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terrain_bonus = {
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steppe = { damage = 45 }
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plains = { damage = 20 }
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drylands = { damage = 20 }
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jungle = { damage = -20 pursuit = -20 }
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wetlands = { damage = -30 pursuit = -30 }
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mountains = { damage = -30 pursuit = -30 }
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desert_mountains = { damage = -30 pursuit = -30 }
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}
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counters = {
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skirmishers = 1
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heavy_infantry = 1
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}
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can_recruit = {
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gunpowder_raise_limit_existing_gunpowder_units < gunpowder_raise_limit_existing_gunpowder_buildings # one powder magazine must be owned to support three handgunner regiments, regardless of maa size
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culture = { has_cultural_parameter = unlock_maa_horse_archers }
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culture = { has_cultural_parameter = unlock_late_medieval_gunpowder_units }
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}
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buy_cost = { gold = horse_archers_recruitment_cost }
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low_maintenance_cost = { gold = horse_archers_low_maint_cost }
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high_maintenance_cost = { gold = horse_archers_high_maint_cost }
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provision_cost = @provisions_cost_cavalry_cheap
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stack = 100
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ai_quality = {
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value = @cultural_maa_extra_ai_score
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add = 60 #I mean... they're horse archers
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}
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illustration = {
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reference = horse_gunmen_ill
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}
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icon = horse_gunmen
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}
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cowboys = {
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type = archer_cavalry
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damage = 60
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toughness = 18
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pursuit = 40
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screen = 15
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terrain_bonus = {
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steppe = { damage = 45 }
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plains = { damage = 20 }
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drylands = { damage = 20 }
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jungle = { damage = -20 pursuit = -20 }
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wetlands = { damage = -30 pursuit = -30 }
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mountains = { damage = -30 pursuit = -30 }
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desert_mountains = { damage = -30 pursuit = -30 }
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}
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counters = {
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skirmishers = 1
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heavy_infantry = 1
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}
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can_recruit = {
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gunpowder_raise_limit_existing_gunpowder_units < gunpowder_raise_limit_existing_gunpowder_buildings # one powder magazine must be owned to support three handgunner regiments, regardless of maa size
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culture = { has_cultural_parameter = unlock_late_medieval_gunpowder_units }
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}
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buy_cost = { gold = horse_archers_recruitment_cost }
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low_maintenance_cost = { gold = horse_archers_low_maint_cost }
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high_maintenance_cost = { gold = horse_archers_high_maint_cost }
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provision_cost = @provisions_cost_cavalry_cheap
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stack = 100
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ai_quality = {
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value = @cultural_maa_extra_ai_score
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add = 60 #I mean... they're horse archers
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}
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illustration = {
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reference = horse_gunmen_ill
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}
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icon = horse_gunmen
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}
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@ -9070,8 +9070,8 @@ on_game_start_after_lobby = {
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# 1066 Buildings
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# 1066 Buildings
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if = {
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if = {
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limit = {
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limit = {
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game_start_date >= 1066.1.1
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game_start_date >= 2666.1.1
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game_start_date < 1178.10.1
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game_start_date < 2784.10.1
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}
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}
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every_province = {
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every_province = {
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limit = {
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limit = {
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@ -9123,7 +9123,7 @@ on_game_start_after_lobby = {
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# 1178 Buildings
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# 1178 Buildings
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else_if = {
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else_if = {
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limit = {
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limit = {
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game_start_date >= 1178.10.1
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game_start_date >= 2784.10.1
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}
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}
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every_province = {
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every_province = {
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limit = {
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limit = {
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gfx/interface/icons/regimenttypes/horse_gunmen.dds
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gfx/interface/icons/regimenttypes/horse_gunmen.dds
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gfx/interface/illustrations/men_at_arms_big/handgonne.dds
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gfx/interface/illustrations/men_at_arms_big/handgonne.dds
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gfx/interface/illustrations/men_at_arms_big/horse_gunmen_ill.dds
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gfx/interface/illustrations/men_at_arms_big/horse_gunmen_ill.dds
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gfx/interface/illustrations/men_at_arms_big/pikemen_militia.dds
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gfx/interface/illustrations/men_at_arms_big/pikemen_militia.dds
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gfx/interface/illustrations/men_at_arms_small/handgonne.dds
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gfx/interface/illustrations/men_at_arms_small/handgonne.dds
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gfx/interface/illustrations/men_at_arms_small/horse_gunmen_ill.dds
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gfx/interface/illustrations/men_at_arms_small/horse_gunmen_ill.dds
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gfx/interface/illustrations/men_at_arms_small/pikemen_militia.dds
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gfx/interface/illustrations/men_at_arms_small/pikemen_militia.dds
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