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Thread: The resource sub-mod

  1. #1
    axnsan's Avatar Ronin
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    Default The resource sub-mod

    Seeing the mod lacks proper trade, i offer to do a temporary sub-mod until the 1.1 version is released.

    I can get all the scripting/text done, but i need:
    • Ideas for resources and locations ( preferably lore-accurate )
    • Beta-testers ( for cash balance, crashes, etc )
    • Someone to make models for new resources i might add
    Last edited by axnsan; May 03, 2009 at 07:50 AM.

  2. #2
    Supai
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    Default Re: The resource sub-mod

    Do the team even plan on adding merchants and more resources in 1.1 ?

    I assumed there were going to be no merchants ever, because adding a few basic resources in with some normal looking merchants wouldnt have took long at all compaired to all the other hard work they did, unless they of course just felt they'd leave it until 1.1, just curious is all ? I kind of like it without Merchants, the AI spams too many that invade your land and try take over your merchant every turn lol.

  3. #3
    Lordinquisitor's Avatar Jū kihei
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    Default Re: The resource sub-mod

    No i think they left merchants out, because it felt "wrong".

    However i like merchants and i would like to see them in the mod. (Evil merchants can always be renamed "bandits" or something like that..)

  4. #4
    Mithrandir's Avatar Flame of Anor
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    Default Re: The resource sub-mod

    The mod does have proper trade and resources, all we did was remove merchants and resource models.


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  5. #5
    axnsan's Avatar Ronin
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    Default Re: The resource sub-mod

    well, i just don't feel there's enough trade

  6. #6
    Mithrandir's Avatar Flame of Anor
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    Default Re: The resource sub-mod

    Quote Originally Posted by axnsan View Post
    well, i just don't feel there's enough trade
    Meh, I never liked merchants. Good riddance, I say.


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  7. #7
    lord0thief's Avatar Suguchi
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    Default Re: The resource sub-mod

    U.R.AWESOME.

  8. #8
    Archaon's Avatar ♫Scripting Your Demise♫
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    Default Re: The resource sub-mod

    I hate merchants also. dude i was about to post this at the other thread but it was closed while i tested 20 turns to see how it panned out - i like what i see - subtle increase in trade for key areas.

    this is the code i added to the descr_strat.txt;

    Code:
    resource    wine,        30,    246 ;Forlindon
    resource    wine,        184,    153 ;Kings Land
    resource    wine,        240,    126 ;Anorien
    resource    wine,        283,    47 ;Harad
    resource    grain,        75,    239 ;Emyn Beraid
    resource    grain,        155,    171 ;Gap of Rohan
    resource    grain,        222,    169 ;East Emnet
    resource    grain,        144,    109 ;Anfalas
    resource    grain,        248,    79 ;Amon Eithel
    resource    grain,        251,    164 ;Dagorlad
    resource    grain,        294,    215 ;Rhovanion
    resource    grain,        211,    289 ;Anduin Vale
    resource    grain,        359,    190 ;Mistrand
    resource    grain,        280,    56 ;Amrun
    resource    grain,        255,    55 ;Harondor
    resource    timber,        183,    251 ;Trollshaws
    resource    fish,        61,    251 ;Gulf of Lune
    resource    fish,        101,    185 ;Enedwaith
    resource    fish,        90,    317 ;Hills of Evendim
    resource    fish,        117,    96 ;Andrast
    resource    fish,        139,    105 ;Anfalas
    resource    fish,        198,    103 ;Dor-er-Ernil
    resource    fish,        169,    8 ;South Umbar
    resource    fish,        334,    5 ;Haradwaith
    resource    fish,        359,    57 ;Lower Rhun
    resource    fish,        342,    222 ;Dorwinion
    resource    fish,        243,    157 ;East Emnet
    resource    fish,        254,    116 ;Ithilien
    resource    tobacco,    115,    232 ;Cardolan
    resource    tobacco,    118,    255 ;Bree-land
    resource    tobacco,    179,    254 ;Trollshaws
    resource    tobacco,    207,    211 ;Lothlorien
    resource    tobacco,    292,    262 ;Dale
    resource    timber,        105,    243 ;Bree-land
    resource    timber,        176,    249 ;Trollshaws
    resource    timber,        180,    189 ;Fangorn
    resource    timber,        196,    153 ;Eastfold
    resource    timber,        150,    159 ;Westmarch
    resource    timber,        40,    272 ;Forlindon
    resource    timber,        58,    294 ;Hills of Evendim
    resource    timber,        261,    266 ;Woodland Realm
    resource    timber,        250,    243 ;West Mirkwood
    resource    timber,        285,    237 ;East Mirkwood
    resource    timber,        306,    263 ;Dale
    resource    timber,        262,    192 ;Wilderland
    resource    timber,        179,    127 ;Lamedon
    resource    timber,        113,    102 ;Andrast
    resource    timber,        273,    212 ;Rhun
    resource    timber,        362,    239 ;North Rhun
    resource    slaves,        274,    147  ;Udun
    resource    slaves,        292,    136  ;Gorgoroth
    resource    slaves,        299,    120  ;Gorgoroth
    resource    slaves,        286,    42  ;Harad
    resource    slaves,        267,    73  ;Harondor
    resource    slaves,        384,    218  ;Rhun
    It basically uses the original resources in more abundance so that it can continue being used throughout the TATW releases even when they start to implement new models on the map using the un-used resources.

    also the descr_strat is attached for those who do not know how to use the code.
    just download the file and copy it to;
    "SEGA\Medieval II Total War\mods\Third_Age\data\world\maps\campaign\imperial_campaign" directory

    remember to back up your files. and delete the map.rwm file in "SEGA\Medieval II Total War\mods\Third_Age\data\world\maps\base"
    Attached Files Attached Files

  9. #9
    christof139's Avatar Genjo
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    Default Re: The resource sub-mod

    As long as there is Pipeweed in the Shire everyhting will be just merry and rosey, or Sammy and Rosie.

  10. #10
    Nazgūl Killer's Avatar ✡Proud IDF Soldier✡
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    Default Re: The resource sub-mod

    I work with Arachon, so I'd like to be a beta tester and a resource supplier that are according to the lore.
    Rest in Peace, Andy (Calvin). April 28, 1975 - October 28, 2009
    Nazgūl Killer's M2TW Guide




  11. #11

  12. #12
    axnsan's Avatar Ronin
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    Default Re: The resource sub-mod

    Quote Originally Posted by Archaon View Post
    Spoiler Alert, click show to read: 
    I hate merchants also. dude i was about to post this at the other thread but it was closed while i tested 20 turns to see how it panned out - i like what i see - subtle increase in trade for key areas.

    this is the code i added to the descr_strat.txt;

    Code:
    resource    wine,        30,    246 ;Forlindon
    resource    wine,        184,    153 ;Kings Land
    resource    wine,        240,    126 ;Anorien
    resource    wine,        283,    47 ;Harad
    resource    grain,        75,    239 ;Emyn Beraid
    resource    grain,        155,    171 ;Gap of Rohan
    resource    grain,        222,    169 ;East Emnet
    resource    grain,        144,    109 ;Anfalas
    resource    grain,        248,    79 ;Amon Eithel
    resource    grain,        251,    164 ;Dagorlad
    resource    grain,        294,    215 ;Rhovanion
    resource    grain,        211,    289 ;Anduin Vale
    resource    grain,        359,    190 ;Mistrand
    resource    grain,        280,    56 ;Amrun
    resource    grain,        255,    55 ;Harondor
    resource    timber,        183,    251 ;Trollshaws
    resource    fish,        61,    251 ;Gulf of Lune
    resource    fish,        101,    185 ;Enedwaith
    resource    fish,        90,    317 ;Hills of Evendim
    resource    fish,        117,    96 ;Andrast
    resource    fish,        139,    105 ;Anfalas
    resource    fish,        198,    103 ;Dor-er-Ernil
    resource    fish,        169,    8 ;South Umbar
    resource    fish,        334,    5 ;Haradwaith
    resource    fish,        359,    57 ;Lower Rhun
    resource    fish,        342,    222 ;Dorwinion
    resource    fish,        243,    157 ;East Emnet
    resource    fish,        254,    116 ;Ithilien
    resource    tobacco,    115,    232 ;Cardolan
    resource    tobacco,    118,    255 ;Bree-land
    resource    tobacco,    179,    254 ;Trollshaws
    resource    tobacco,    207,    211 ;Lothlorien
    resource    tobacco,    292,    262 ;Dale
    resource    timber,        105,    243 ;Bree-land
    resource    timber,        176,    249 ;Trollshaws
    resource    timber,        180,    189 ;Fangorn
    resource    timber,        196,    153 ;Eastfold
    resource    timber,        150,    159 ;Westmarch
    resource    timber,        40,    272 ;Forlindon
    resource    timber,        58,    294 ;Hills of Evendim
    resource    timber,        261,    266 ;Woodland Realm
    resource    timber,        250,    243 ;West Mirkwood
    resource    timber,        285,    237 ;East Mirkwood
    resource    timber,        306,    263 ;Dale
    resource    timber,        262,    192 ;Wilderland
    resource    timber,        179,    127 ;Lamedon
    resource    timber,        113,    102 ;Andrast
    resource    timber,        273,    212 ;Rhun
    resource    timber,        362,    239 ;North Rhun
    resource    slaves,        274,    147  ;Udun
    resource    slaves,        292,    136  ;Gorgoroth
    resource    slaves,        299,    120  ;Gorgoroth
    resource    slaves,        286,    42  ;Harad
    resource    slaves,        267,    73  ;Harondor
    resource    slaves,        384,    218  ;Rhun
    It basically uses the original resources in more abundance so that it can continue being used throughout the TATW releases even when they start to implement new models on the map using the un-used resources.

    also the descr_strat is attached for those who do not know how to use the code.
    just download the file and copy it to;
    "SEGA\Medieval II Total War\mods\Third_Age\data\world\maps\campaign\imperial_campaign" directory

    remember to back up your files. and delete the map.rwm file in "SEGA\Medieval II Total War\mods\Third_Age\data\world\maps\base"
    new resources can also be added, i just need someone to do the models for them (not touching the 4 "unused" resources)


    edit: anyone got any ideas for resources i should start with ?

  13. #13
    Archaon's Avatar ♫Scripting Your Demise♫
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    Default Re: The resource sub-mod

    Quote Originally Posted by axnsan View Post
    new resources can also be added, i just need someone to do the models for them
    Yeah i know but the four slots available to introduce new resources will most definitely be used down the track by the official team making any work we do obsolete.. its not worth it in my book, however go ahead my man use them but be ready to have your mod compatible with the early versions of TATW only.

  14. #14
    Nazgūl Killer's Avatar ✡Proud IDF Soldier✡
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    Default Re: The resource sub-mod

    I have an idea, maybe Horses? Or Jewels? (Rohan and Elves+Dwarves), maybe Armor? Industry? (Men + Isengard)
    Rest in Peace, Andy (Calvin). April 28, 1975 - October 28, 2009
    Nazgūl Killer's M2TW Guide




  15. #15
    christof139's Avatar Genjo
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    Default Re: The resource sub-mod

    I don't think that the Slave Resource is in Nurn - it is somewhere in Harad though - and Sauron use the men of Nurn as Slaves as well as Soldiers etc.

  16. #16
    Fishrudder's Avatar Shisai
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    Default Re: The resource sub-mod

    Wait, so you added no metal? Such as Mithril, I know it's already in there, and you probably should take some grain resources away, that will cause settlements to grow very, very quickly

    And btw, you stole my first sub mod :-s, lol, jk, but, I was planning on doing it now haha

  17. #17
    miniwally's Avatar Baitai kihei
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    Default Re: The resource sub-mod

    mithril in moria

  18. #18
    Archaon's Avatar ♫Scripting Your Demise♫
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    Default Re: The resource sub-mod

    Mithril is already in Moria and the hobbits (and two elven provinces) have pipe weed.
    As for cities growing faster - this is not very true as it is the 'base farming level' in the descr_regions that makes this happen.

    Horses are in there and i did not add more as this would lower the value of them as a whole, they are strategically placed already and addig more would be bad.. Same as metals, they are valuable and adding surplus will devalue them.

    @Nazgul - you want new resources added in and axnsan (and I) agree it is not a good idea to use the four empty slots.. so what we have to decide to do is transform one of the resources already in use (i.e. Iron, fish, wine, grain). That applies to your gems idea.

  19. #19
    axnsan's Avatar Ronin
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    Default Re: The resource sub-mod

    @Archaon : is there a hard-coded resource limit i don't know of?

    you can add a NEW entry for a NEW resource in descr_sm_resources
    e.g. :
    type candy
    trade_value 100
    item data/models_strat/resource_candy.CAS
    icon data/ui/resources/resource_candy.tga

    you only need a new model for it, which is what i'm working on (finding a program)

    PS: no, i won't add candies
    Last edited by axnsan; May 04, 2009 at 12:16 AM.

  20. #20
    Archaon's Avatar ♫Scripting Your Demise♫
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    Default Re: The resource sub-mod

    As far as i knew this wasn't possible - and my assumption is backed up by the fact TA:TW team overwritten the resources for this same reason.

    I guess the only way to know is search for a modder who has worked on adding resources successfully into kingdoms or trial and error it ourselves.

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