buildings fixed and art redone for gunners

This commit is contained in:
Fishedotjpg 2026-02-14 00:13:59 +00:00
parent 4e66822cfb
commit d7ad398eef
10 changed files with 113 additions and 3 deletions

View file

@ -417,3 +417,92 @@ NEOW_militia = {
}
icon = pikemen_militia
}
horse_gunmen = {
type = archer_cavalry
damage = 60
toughness = 18
pursuit = 30
screen = 25
terrain_bonus = {
steppe = { damage = 45 }
plains = { damage = 20 }
drylands = { damage = 20 }
jungle = { damage = -20 pursuit = -20 }
wetlands = { damage = -30 pursuit = -30 }
mountains = { damage = -30 pursuit = -30 }
desert_mountains = { damage = -30 pursuit = -30 }
}
counters = {
skirmishers = 1
heavy_infantry = 1
}
can_recruit = {
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
culture = { has_cultural_parameter = unlock_maa_horse_archers }
culture = { has_cultural_parameter = unlock_late_medieval_gunpowder_units }
}
buy_cost = { gold = horse_archers_recruitment_cost }
low_maintenance_cost = { gold = horse_archers_low_maint_cost }
high_maintenance_cost = { gold = horse_archers_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 100
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 60 #I mean... they're horse archers
}
illustration = {
reference = horse_gunmen_ill
}
icon = horse_gunmen
}
cowboys = {
type = archer_cavalry
damage = 60
toughness = 18
pursuit = 40
screen = 15
terrain_bonus = {
steppe = { damage = 45 }
plains = { damage = 20 }
drylands = { damage = 20 }
jungle = { damage = -20 pursuit = -20 }
wetlands = { damage = -30 pursuit = -30 }
mountains = { damage = -30 pursuit = -30 }
desert_mountains = { damage = -30 pursuit = -30 }
}
counters = {
skirmishers = 1
heavy_infantry = 1
}
can_recruit = {
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
culture = { has_cultural_parameter = unlock_late_medieval_gunpowder_units }
}
buy_cost = { gold = horse_archers_recruitment_cost }
low_maintenance_cost = { gold = horse_archers_low_maint_cost }
high_maintenance_cost = { gold = horse_archers_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 100
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 60 #I mean... they're horse archers
}
illustration = {
reference = horse_gunmen_ill
}
icon = horse_gunmen
}

View file

@ -9070,8 +9070,8 @@ on_game_start_after_lobby = {
# 1066 Buildings
if = {
limit = {
game_start_date >= 1066.1.1
game_start_date < 1178.10.1
game_start_date >= 2666.1.1
game_start_date < 2784.10.1
}
every_province = {
limit = {
@ -9123,7 +9123,7 @@ on_game_start_after_lobby = {
# 1178 Buildings
else_if = {
limit = {
game_start_date >= 1178.10.1
game_start_date >= 2784.10.1
}
every_province = {
limit = {

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gfx/interface/icons/regimenttypes/horse_gunmen.dds (Stored with Git LFS) Normal file

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gfx/interface/illustrations/men_at_arms_big/handgonne.dds (Stored with Git LFS) Normal file

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gfx/interface/illustrations/men_at_arms_small/handgonne.dds (Stored with Git LFS) Normal file

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