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Thread: Changing Era / Gunpowder event @ startup

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  1. #1

    Default Changing Era / Gunpowder event @ startup

    Hello, I was wondering how to change the starting era to lets say... after-gunpowerder event.
    Or simply make the gunpowder event happen in the first turn.

    This is because the gunpower units don't appear buildable in the building browser yet and I would like to see which ones will be available eventually. (Mostly for checking mods since I know Vanilla rosters by heart)

    Thanks a lot!

  2. #2

    Default Re: Changing Era / Gunpowder event @ startup

    Or start a custom battle and then you can see all the units each faction has.

  3. #3

    Default Re: Changing Era / Gunpowder event @ startup

    Aye, unfortunately the retrofit/grand addon mod I'm using doesn't seem to list all the units in a custom battle, even missing some vanilla units.

  4. #4

    Default Re: Changing Era / Gunpowder event @ startup

    Ok. First - go to your Medieval 2 directory.
    Then go to \data\world\maps\campaign\imperial_campaign folder.
    Then open the text file descr_events (don't forget to switch off the "Read Only" box in properties!)
    Then you find the lines
    ; ------------ CORE GAME EVENT --------------
    event historic gunpowder_discovered
    date 210 220
    movie event/gunpowder_invented.bik


    Then just change the date to 1 10 for example.
    Save the file, and you're ready to shoot some guns!

  5. #5

    Default Re: Changing Era / Gunpowder event @ startup

    Hmm I changed the "210 220" to "1 10" but I didn't got the gunpowder event during the first 20 turns which I skipped through, nor did I see any buildable gunpowder units.

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