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Thread: Modding weapons & armor upgrades

  1. #1

    Default Modding weapons & armor upgrades

    As it is, MTW2 very much tends to turn into a development race; I always try to produce armor and weapons upgrades as soon as possible to stay ahead of the AI. Which is a shame in a sense, because it means that usually most battles occur when my troops are already fully upgraded. That way you skip the feudal period for a large part, and end up with gothic armor in the 11th century.

    Would it be possible to have more events to occur like the gunpowder event, but than for arms and armor upgrades? Like early 11th century you get heavy mail, than early 12th century partial plate, 13th century full plate and so on?

    This would be more historical, and it would also even out development which might be good for the AI.

    What would I need to do to achieve this?

  2. #2

    Default Re: Modding weapons & armor upgrades

    dont think it's possible to make armour upgrades into events but i see your point in this matter fully. There are so many inaccuracies with this game it spoils it alot in my opinion. Not a patch on the original with the exception of graphics.
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  3. #3

    Default Re: Modding weapons & armor upgrades

    I was thinking along the lines of having upgraded barracks, stables and armorfactories only appear at specific dates...is that an option? A message for the player that he can build certain structures would help a lot.

  4. #4

    Default Re: Modding weapons & armor upgrades

    That sounds like a really good idea, but if this could be done why didnt CA do it, it would make the whole game a lot more historically accurate from the start. Im sure once the patch is released with the modding tool? maybe this will become an option modders can play with, I know i would be interested.
    If deception is an art, then the world is full of artists!
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  5. #5

    Default Re: Modding weapons & armor upgrades

    CA probably didn't do it because they didn't want to.

  6. #6
    Lusted's Avatar Look to the stars
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    Default Re: Modding weapons & armor upgrades

    I was thinking along the lines of having upgraded barracks, stables and armorfactories only appear at specific dates...is that an option? A message for the player that he can build certain structures would help a lot.
    Yes i think so. I think you could add in a new event or something, or something in the campaign file that would trigger certain buildings. But im not very knowledgable on that sort of stuff, scripters like ER will know more about it.
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  7. #7

    Default Re: Modding weapons & armor upgrades

    If it's possible to add new events, that would be the best way to trigger those developments for sure. I'll have a look into it; there might be interesting possibilities there.

  8. #8

    Default Re: Modding weapons & armor upgrades

    I don't see why it wouldn't work. After all, you can't begin construction on the gunpowder buildings until the gunpowder discovery event has occurred. You could probably make some sort of metallurgy event fire at a certain year that would unlock the next blacksmith upgrade.

    I completely agree with what you're looking for; I find it rather disturbing that I can build Late-era armor by turn 68 or so.
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  9. #9
    Trajan's Avatar Capodecina
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    Default Re: Modding weapons & armor upgrades

    This is a very good idea. Scripting in M2TW seems to be more opened up then it was back in RTW so I'm sure we can get something like this going.

    Moved to Text Editing and Scripting.
    Last edited by Trajan; December 06, 2006 at 06:11 PM.

  10. #10

    Default Re: Modding weapons & armor upgrades

    I edited the export_descr_building.txt and the descr_events.txt files. Added a "chainmail-event" to try out if adding new events has any effect. Changing those two files does not seem to do the trick tough.

    Does anyone know how to edit in new working events?

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