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Thread: The "Iron and armour" issue

  1. #1

    Default The "Iron and armour" issue

    Don't think you guys should add the iron to all the capital regions (at this moment can't remember that word beginning with m, is it metrapolis? metrapolis regions? ah well...).

    Instead, i think you should enable the master and advanced armourers for large cities, and fortresses, which means that any region with iron can go to the max smith level, and also adds extra strategic value for these territories with iron. This adds an extra "role playing element" and is also realistic, and gives priority to certain settlemnts when at war or looking to expand, don't forget some regions did not have iron.

    It's fine having the files to add iron for certain capital settelements, as a choice, i am requesting that you do not implement this into the next version, but it's your mod, i would not stop playing if you did.

    What are everyone else's thoughts?

  2. #2

    Default Re: The "Iron and armour" issue

    The problem is solved differently in 2.2:

    adding "or hidden_resource metropolis" to the smith levels make them available to iron regions or metropolis regions

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

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