Ever wanted to add Stonehenge (ala Arthurian TW) to the game, or some other wonder and not lose any of the default 7 well you're in luck.
Here's a quick and dirty guide to adding two extra wonders to the game. I was fixing various sound problems with RS1.5 and came across the following code in descr_sounds_stratmap.txt:
Code:
what landmark
wonder temple, statue, pyramids_and_sphinx, mausoleum, pharos, colossus, stonehenge, barge, gardens
event
folder data/sounds/SFX/Environment/Structures
end
Since this code didn't cause the engine to bark, it got me thinking if the engine recognizes stonehenge and barge here, where else? Gotthard, another coder on the RS team had suggested the exe seemed to allow for 9 wonders.
So with this in mind I decided to see if I could add extra wonders into the game. Here's what you need to add:
In text\landmarks.txt:
Code:
{stonehenge_title} Title
{stonehenge_short_descr} Short Description
{stonehenge_long_descr} Long Description
{stonehenge_effects} Effects Description
{barge_title} Title
{barge_short_descr} Short Description
{barge_long_descr} Long Description
{barge_effects} Effects Description
In models_strat (models for the wonders):
wonder_stonehenge.cas
wonder_barge.cas
In descr_offmap_models.txt change the model entries for stonehenge and barge to wonder_stonehenge.cas and wonder_barge.cas (for consistency, though they can probably be named anything).
In descr_sm_landmarks.txt add new entries for barge and stonehenge, update information to match (see below).
In models_strat\textures add the textures that each model needs:
In ui\wonders (UI Pictures):
stonehenge.tga
barge.tga
In world\maps\campaign\<campaign name>\descr_strat.txt:
Code:
;In the landmark section add, where X1, Y1 and X2,Y2 are the map coordinates for stonehenge and barge respectively
landmark stonehenge X1, Y1
landmark barge X2, Y2
At this time, no comprehensive testing has been done on what if any bonuses are inherent with these new wonder entries.