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Thread: Modding building attributes

  1. #1

    Default Modding building attributes

    Been trying to figure this out for a few days and I am not getting anywhere. What I am trying to do is modify the stat boosts the buildings give to spawned units. In addition, setting those to only affects specific factions. I'm not even sure if this is possible with the current file structure.

    The example below of from Medieval II, as that was the last total war game I played/was interested in. I am still trying to figure out the newer file structure.

    (This is an extreme example, as I was curious how far I could push things)


    building hinterland_farms
    {
    convert_to hinterland_farms
    levels farms farms+1 farms+2 farms+3
    {
    farms requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 0
    capability
    {
    farming_level 1
    farming_level 100 requires factions { england, }
    trade_base_income_bonus bonus 900 requires factions { england, }
    happiness_bonus bonus 900 requires factions { england, }
    religion_level bonus 900 requires factions { england, }
    armour 6 requires factions { england, }
    weapon_projectile 3 requires factions { england, }
    population_health_bonus bonus 900 requires factions { england, }
    law_bonus bonus 900 requires factions { england, }
    weapon_melee_blade 3 requires factions { england, }
    weapon_missile_gunpowder 9 requires factions { england, }
    weapon_artillery_gunpowder 9 requires factions { england, }
    recruitment_slots 9 requires factions { england, }
    recruits_exp_bonus bonus 9 requires factions { england, }
    navy_bonus 9 requires factions { england, }
    }

  2. #2

    Default Re: Modding building attributes

    Well, not really the way I wanted to but I figured out a way of doing it. Just have to edit the missions rewards and extend the seasons. Not the best solution, but should work for what I want to fiddle with.

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