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  1. #1

    Default Superweapon resource

    Since there have been a few requests for some "to hell with lore units", here is a little resource for manual inclusion into your mod.
    Note that this was just made for fun months ago and actually I havn't intended to release this. Anyway, for people who like to throw the lore overboard, have fun!

    The resource includes:
    - A canon for Gondor, Dale and Arnor
    - A 'naffatun' unit for Isengard
    - A rocket launcher for Isengard
    - A musket unit for Harad
    - A firethrower unit for Rhun
    - A monster Bombard for Mordor
    - A Barrel thrower for the Dwarves

    - The units will be available after about 100 turns and after a specific event.



    Download:
    http://www.filefront.com/17888545/superweapons.rar


    Instructions:
    Spoiler Alert, click show to read: 

    1.
    Put this at the end of the export_descr_units.txt (Third_Age\data) file:

    Spoiler Alert, click show to read: 
    ;#################################################################
    ;####################### SUPERWEAPONS ##########################
    ;#################################################################
    type Musketeers
    dictionary Musketeers ; Musketeers
    category infantry
    class missile
    voice_type Light
    banner faction main_missile
    banner holy crusade
    soldier Musketeers, 60, 0, 0.8
    officer harad_captain_early_flag
    attributes sea_faring, hide_forest, hardy, can_withdraw, gunpowder_unit, start_not_skirmishing, gunmen
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 3
    stat_pri 13, 1, musket_bullet, 140, 25, missile, missile_gunpowder, piercing, none, musket_shot_set, 200, 1
    stat_pri_attr ap
    stat_sec 8, 4, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
    stat_sec_attr no
    stat_pri_armour 4, 4, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 0, 1, 0, -2
    stat_mental 17, normal, trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 680, 250, 65, 65, 680, 3, 150
    armour_ug_levels 1
    armour_ug_models Musketeers
    ownership spain
    era 2 spain
    recruit_priority_offset 10


    type Naffatun
    dictionary Naffatun ; Naffatun
    category infantry
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier Naffatun, 36, 0, 1.0
    officer isengard_captain_early_flag
    attributes sea_faring, hide_forest, hardy, can_withdraw, free_upkeep_unit, incendiary, start_not_skirmishing
    formation 1.5, 1.5, 3.0, 3.0, 5, square
    stat_health 1, 3
    stat_pri 15, 3, nahptha_bomb, 40, 3, missile, missile_gunpowder, blunt, none, 50, 1
    stat_pri_attr ap
    stat_sec 8, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    stat_sec_attr no
    stat_pri_armour 2, 3, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 1, 1, 0, -1
    stat_mental 12, normal, trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 540, 200, 65, 65, 540, 3, 150
    armour_ug_levels 2
    armour_ug_models Naffatun
    ownership france
    era 2 france
    recruit_priority_offset 10


    type Firethrower
    dictionary Firethrower ; Firethrower
    category infantry
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier greek_firethrower, 24, 0, 1.2
    officer rhun_captain_early_flag
    attributes sea_faring, hide_forest, hardy, can_withdraw, cannot_skirmish
    formation 1.2, 1.2, 2.4, 2.4, 2, square
    stat_health 1, 3
    stat_pri 7, 3, greek_fire, 30, 2, missile, missile_gunpowder, slashing, none, 25, 1
    stat_pri_attr ap, bp
    stat_sec 8, 4, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1
    stat_sec_attr no
    stat_pri_armour 8, 5, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 1, 0, 2, -2
    stat_mental 16, disciplined, highly_trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 760, 280, 100, 100, 760, 2, 250
    armour_ug_levels 4
    armour_ug_models greek_firethrower
    ownership venice
    era 2 venice
    recruit_priority_offset 10


    type Mangonel
    dictionary Mangonel ; Mangonel
    category siege
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier Dwarf_Catapult_Crew, 24, 2, 1.5
    officer dwarf_captain_early_flag
    engine mangonel
    attributes sea_faring, hardy, can_withdraw, artillery
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 3
    stat_pri 6, 4, no, 0, 0, melee, artillery_gunpowder, blunt, mace, 25, 1
    stat_pri_attr ap
    stat_sec 65, 3, mangonel_shot, 250, 10, siege_missile, artillery_gunpowder, blunt, none, 26, 1
    stat_sec_attr ap, launching
    stat_pri_armour 9, 3, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 10, normal, trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 800, 240, 60, 140, 800, 1, 120
    armour_ug_levels 1
    armour_ug_models Dwarf_Catapult_Crew
    ownership moors
    era 2 moors
    recruit_priority_offset 10


    type Gondor Cannon
    dictionary Gondor_Cannon ; Cannon
    category siege
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier NE_Cannon_Crew, 24, 2, 1.0
    officer gondor_captain_early_flag
    officer gondor_captain_early_flag
    engine cannon
    attributes sea_faring, hardy, can_withdraw, gunpowder_unit, cannon, artillery, explode, stakes, stakes
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 3
    stat_pri 9, 4, no, 0, 0, melee, artillery_gunpowder, piercing, sword, 0, 1
    stat_pri_attr no
    stat_sec 65, 3, cannon_shot, 380, 25, siege_missile, artillery_gunpowder, blunt, none, 0, 1
    stat_sec_attr ap, bp, area, launching
    stat_pri_armour 8, 2, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 14, disciplined, trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 950, 250, 60, 140, 950, 1, 120
    armour_ug_levels 3
    armour_ug_models NE_Cannon_Crew
    ownership sicily
    era 2 sicily
    recruit_priority_offset 10


    type Arnor Cannon
    dictionary Arnor_Cannon ; Cannon
    category siege
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier NE_Cannon_Crew, 24, 2, 1.0
    officer arnor_captain_early_flag
    officer arnor_captain_early_flag
    engine cannon
    attributes sea_faring, hardy, can_withdraw, gunpowder_unit, cannon, artillery, explode, stakes, stakes
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 3
    stat_pri 9, 4, no, 0, 0, melee, artillery_gunpowder, piercing, sword, 0, 1
    stat_pri_attr no
    stat_sec 65, 3, cannon_shot, 380, 25, siege_missile, artillery_gunpowder, blunt, none, 0, 1
    stat_sec_attr ap, bp, area, launching
    stat_pri_armour 5, 3, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 15, disciplined, trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 950, 250, 60, 140, 950, 1, 120
    armour_ug_levels 3
    armour_ug_models Arnor_Cannon_Crew
    ownership byzantium, turks
    era 2 byzantium, turks
    recruit_priority_offset 10


    type Dale Cannon
    dictionary Dale_Cannon ; Cannon
    category siege
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier NE_Cannon_Crew, 24, 2, 1.0
    officer dale_captain_early_flag
    engine cannon
    attributes sea_faring, hardy, can_withdraw, gunpowder_unit, cannon, artillery, explode, stakes, stakes
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 3
    stat_pri 4, 2, no, 0, 0, melee, artillery_gunpowder, blunt, mace, 25, 1
    stat_pri_attr ap
    stat_sec 65, 3, cannon_shot, 380, 25, siege_missile, artillery_gunpowder, blunt, none, 0, 1
    stat_sec_attr ap, bp, area, launching
    stat_pri_armour 3, 3, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 12, normal, trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 890, 230, 60, 140, 890, 1, 120
    armour_ug_levels 1
    armour_ug_models Dale_Cannon_Crew
    ownership scotland
    era 2 scotland
    recruit_priority_offset 10


    type Rocket Launcher
    dictionary Rocket_Launcher ; Rocket Launcher
    category siege
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier Mongol_Rocket_Launcher_Crew, 36, 2, 0.8
    officer isengard_captain_early_flag
    engine rocket_launcher
    attributes sea_faring, hardy, can_withdraw, gunpowder_unit, rocket, stakes, stakes
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 3
    stat_pri 6, 3, no, 0, 0, melee, artillery_gunpowder, piercing, sword, 25, 1
    stat_pri_attr no
    stat_sec 65, 3, rocket, 250, 108, siege_missile, artillery_gunpowder, blunt, none, 0, 1
    stat_sec_attr ap, launching
    stat_pri_armour 2, 2, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 10, normal, trained
    stat_charge_dist 10
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 680, 220, 65, 65, 680, 4, 100
    armour_ug_levels 1
    armour_ug_models Mongol_Rocket_Launcher_Crew
    ownership france
    era 2 france
    recruit_priority_offset 10


    type Monster Bombard
    dictionary Monster_Bombard ; Monster Bombard
    category siege
    class missile
    voice_type Heavy
    banner faction main_missile
    banner holy crusade
    soldier ME_Monster_Bombard_Crew, 36, 1, 0.8
    officer mordor_captain_early_flag
    engine huge_bombard
    attributes sea_faring, hardy, can_withdraw, gunpowder_unit, cannon, artillery
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 2
    stat_pri 6, 3, no, 0, 0, melee, artillery_gunpowder, piercing, sword, 25, 1
    stat_pri_attr no
    stat_sec 68, 3, monster_bombard_shot, 450, 20, siege_missile, artillery_gunpowder, blunt, none, 0, 1
    stat_sec_attr ap, bp, area, launching
    stat_pri_armour 4, 2, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 10, normal, trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1250, 350, 65, 65, 1250, 4, 100
    armour_ug_levels 2
    armour_ug_models ME_Monster_Bombard_Crew
    ownership england
    era 2 england
    recruit_priority_offset 10


    2.
    Replace the 'building cannon' section of the export_descr_buildings.txt (Third_Age\data) with this:

    Spoiler Alert, click show to read: 
    building cannon
    {
    convert_to castle_cannon
    levels gunsmith cannon_maker cannon_foundry royal_arsenal
    {
    gunsmith city requires factions { sicily, turks, byzantium, scotland, france, england, moors, spain, venice, } and event_counter new_technology 1
    {
    convert_to 0
    capability
    {
    ; ######SUPERWEAPONS########
    recruit_pool "Mangonel" 1 0.15 1 0 requires factions { moors, } and region_religion islam 50
    recruit_pool "Gondor Cannon" 1 0.15 1 0 requires factions { sicily, } and region_religion numenorian 60
    recruit_pool "Arnor Cannon" 1 0.15 1 0 requires factions { byzantium, turks, } and region_religion numenorian 60
    recruit_pool "Dale Cannon" 1 0.15 1 0 requires factions { scotland, } and region_religion northmen 60
    recruit_pool "Rocket Launcher" 1 0.1 1 0 requires factions { france, } and region_religion catholic 50
    recruit_pool "Monster Bombard" 1 0.1 1 0 requires factions { england, } and region_religion catholic 50
    recruit_pool "Musketeers" 1 0.15 2 0 requires factions { spain, } and region_religion catholic 50
    recruit_pool "Naffatun" 1 0.15 2 0 requires factions { france, } and region_religion catholic 50
    recruit_pool "Firethrower" 1 0.15 1 0 requires factions { venice, } and region_religion catholic 50
    }
    material wooden
    construction 6
    cost 6400
    settlement_min city
    upgrades
    {
    cannon_maker
    }
    .........

    and do the same for the 'building castle_cannon' section, so that it looks:

    building castle_cannon
    {
    convert_to cannon
    levels c_gunsmith c_cannon_maker c_cannon_foundry c_royal_arsenal
    {
    c_gunsmith castle requires factions { sicily, turks, byzantium, scotland, france, england, moors, spain, venice, } and event_counter new_technology 1
    {
    convert_to 0
    capability
    {
    ; ######SUPERWEAPONS########
    recruit_pool "Mangonel" 1 0.15 1 0 requires factions { moors, } and region_religion islam 50
    recruit_pool "Gondor Cannon" 1 0.15 1 0 requires factions { sicily, } and region_religion numenorian 60
    recruit_pool "Arnor Cannon" 1 0.15 1 0 requires factions { byzantium, turks, } and region_religion numenorian 60
    recruit_pool "Dale Cannon" 1 0.15 1 0 requires factions { scotland, } and region_religion northmen 60
    recruit_pool "Rocket Launcher" 1 0.1 1 0 requires factions { france, } and region_religion catholic 50
    recruit_pool "Monster Bombard" 1 0.1 1 0 requires factions { england, } and region_religion catholic 50
    recruit_pool "Musketeers" 1 0.15 2 0 requires factions { spain, } and region_religion catholic 50
    recruit_pool "Naffatun" 1 0.15 2 0 requires factions { france, } and region_religion catholic 50
    recruit_pool "Firethrower" 1 0.15 1 0 requires factions { venice, } and region_religion catholic 50
    }
    material wooden
    construction 6
    cost 6400
    settlement_min city
    upgrades
    {
    c_cannon_maker
    }
    .........


    3.
    Put this at the end of the export_units.txt (Third_Age\data\text) file:

    Spoiler Alert, click show to read: 
    {Musketeers} Hasharan
    {Musketeers_descr}
    Fired at close range and quite accurate, with only a little chance of exploding and killing the person firing it. This type of a "fire stick" is capable of firing deadly volleys that can pierce most bodies or even armour. This noisy, smokey and lethal weapon is so intimidating it can cause its targets to run in fear.
    {Musketeers_descr_short}
    Fired at close range, this noisy, smokey and lethal weapon causes morale damage as well as physical hurt.
    ¬----------------
    {Naffatun} Uruk Firethrowers
    {Naffatun_descr}
    In the tower of sorcery Saruman discovered a mixture of chemicals that become a fiery liquid that is difficult to put out. These uruks throw deadly pots of flaming substances that burst into flames on impact spilling a sticky molten mess that can seep through any armour. The prospect of a fiery death can unnerve even the bravest warrior.
    {Naffatun_descr_short}
    These uruks throw deadly pots of fire that can seep through any armour.
    ¬----------------
    {Firethrower} Lôke Egleria
    {Firethrower_descr}
    Dark cults have been established among the easterlings, one of these sects were the Lôke Egleria or the core of the dragon-worshippers who finally had taken root in the lands of Rhûn and united the disparate tribes after several decades of war. Rumors says they use the breathe of the dragon as their weapon, which is consisting of a small hand pump connected to a container, it is capable of burning even underwater and sticks to its target, while being almost impossible to put out.
    {Firethrower_descr_short}
    A devastating and terrifying weapon shooting spurts of liquid fire.
    ¬----------------
    {Mangonel} Barrelthrower
    {Mangonel_descr}
    The Barrelthrower is an improvement of the ordinary catapult and is capable to throw things over large distances. One other surprising addition is that this siege engine throws burning barrels of oil! These barrels often explode in mid air, unleashing a torrent of fire down on its poor victims below.
    {Mangonel_descr_short}
    Great siege engine capable of throwing exploding barrels of oil.
    ¬----------------
    {Gondor_Cannon} Cannon
    {Gondor_Cannon_descr}
    The first primitive gunpowder siege artillery, cannons were created by Gondorian alchemists and siege engineers and spread to several technological advanced peoples of Middle-earth. They are forged from bronze or iron, and designed to fire stone balls that crumble enemy defences. They also shoot inaccurate flaming balls wrapped in pitch-soaked rags, that can incinerate enemy troops!
    {Gondor_Cannon_descr_short}
    Primitive siege-engine forged of bronze or iron, can shoot solid stone or flaming shot.
    ¬----------------
    {Arnor_Cannon} Cannon
    {Arnor_Cannon_descr}
    The first primitive gunpowder siege artillery, cannons were created by Gondorian alchemists and siege engineers and spread to several technological advanced peoples of Middle-earth. They are forged from bronze or iron, and designed to fire stone balls that crumble enemy defences. They also shoot inaccurate flaming balls wrapped in pitch-soaked rags, that can incinerate enemy troops!
    {Arnor_Cannon_descr_short}
    Primitive siege-engine forged of bronze or iron, can shoot solid stone or flaming shot.
    ¬----------------
    {Dale_Cannon} Cannon
    {Dale_Cannon_descr}
    The first primitive gunpowder siege artillery, cannons were created by Gondorian alchemists and siege engineers and spread to several technological advanced peoples of Middle-earth. They are forged from bronze or iron, and designed to fire stone balls that crumble enemy defences. They also shoot inaccurate flaming balls wrapped in pitch-soaked rags, that can incinerate enemy troops!
    {Dale_Cannon_descr_short}
    Primitive siege-engine forged of bronze or iron, can shoot solid stone or flaming shot.
    ¬----------------
    {Monster_Bombard} Monster Bombard
    {Monster_Bombard_descr}
    The Monster Bombard is made for one purpose only, to bring death and shadow to the free peoples of Middle-earth and the utter destruction of their settlements. This massive machine fires a stone ball weighing well over half a ton, obliterating any but the most massive walls in one shot. Unfortunately the down side of all this firepower is that it takes an eternity to reload.
    {Monster_Bombard_descr_short}
    Massive Siege-engine which can destroy nearly anything in one shot. Has very long range but slow reload time.
    ¬----------------
    {Rocket_Launcher} Fire Launcher
    {Rocket_Launcher_descr}
    The Fire Launcher resembles a wooden, fire-spitting demon-wagon and is Saruman's perfection to control the element of the fire. Although very inaccurate the rockets are fired in a great barrage, capable of hitting multiple units simultaneously.
    {Rocket_Launcher_descr_short}
    Fire Launcher capable of delivering a great, if inaccurate salvo, over a large area.

    Delete export_units.strings.bin.



    4.
    Put this at the end of the historic_events.txt (Third_Age\data\text) file:

    Spoiler Alert, click show to read: 
    {FIRE_DOCUMENTS_BODY}My lord, we got into possession of mysterious documents which may originate from the Saruman's tower or even from the Dark Lord himself! The documents explain yet unknown substances, which, if mixed in certain amounts, are supposed to create a rain of fire and death! You should immediately decide what to do with those tainted documents which may bring corruption, agony and shadow over the free people of Middle-earth. Make your choice my lord, should we keep and study the documents or should we immediately burn these documents so that this knowledge of dark sorcery will vanish from Middle-earth once and for all?\n\nPress "Accept" if you want to study the documents, press "Decline" if you want to burn them.
    {FIRE_DOCUMENTS_TITLE}Mysterious documents
    {FIRE_DOCUMENTS_ACCEPTED_BODY}You have accepted to keep and study the mysterious documents. We can only hope that this new technology is for the good of Middle-earth.
    {FIRE_DOCUMENTS_ACCEPTED_TITLE}Documents Saved
    {FIRE_DOCUMENTS_DENIED_BODY}You have refused to keep the tainted documents and they were burned to ash! A dangerous weapon may be banned from Middle-earth forever.
    {FIRE_DOCUMENTS_DENIED_TITLE}Documents Burned
    {NEW_TECHNOLOGY_BODY}My lord, we have studied the documents and have found out a way to create devasating weapons of fire! We already got word from all over Middle-earth that some people have developed similar weapons! We can only hope that our people will benefit from this dark sorcery or we may count the last days of our realm!
    {NEW_TECHNOLOGY_TITLE}Fire weapons unleashed!

    Delete historic_events.strings.bin.


    5.
    Replace the '{gunsmith}' section of the export_buildings.txt (Third_Age\data\text) with this:

    Spoiler Alert, click show to read: 
    {gunsmith} gunsmith
    {gunsmith_desc} DO NOT TRANSLATE
    {gunsmith_desc_short} DO NOT TRANSLATE
    {gunsmith_northern_european} Cannon Maker
    {gunsmith_northern_european_desc}
    Fashioning a barrel of wrought iron bars that can hold its shape properly requires precision on a level that standard smiths are simply not equipped to deal with, and the Cannon Maker is the first specialist workshop equipped to produce such a piece. As an entry-level structure pioneering a new design, Cannon Makers are only large enough to produce one cannon at the same time.
    {gunsmith_northern_european_desc_short}
    A Cannon Maker allows the construction of a cannon.
    {gunsmith_mesoamerican_desc}
    DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
    {gunsmith_mesoamerican_desc_short}
    DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
    {gunsmith_middle_eastern} Fire Arsenal
    {gunsmith_middle_eastern_desc}
    Controlling the element of fire and dark sorcery requires precision on a level and knowledge that standard smiths are simply not equipped to deal with, and the Fire Arsenal is the first specialist workshop equipped to forge terrifying fire weapons.
    {gunsmith_middle_eastern_desc_short}
    A Fire Arsenal allows the construction of deadly fire weapons.
    {gunsmith_eastern_european} Fire Pit
    {gunsmith_eastern_european_desc}
    Controlling the element of fire and dark sorcery requires precision on a level and knowledge that standard smiths are simply not equipped to deal with, and the Fire Arsenal is the first specialist workshop equipped to forge terrifying fire weapons.
    {gunsmith_eastern_european_desc_short}
    A Fire Arsenal allows the construction of deadly fire weapons.
    {gunsmith_greek} Gunsmith
    {gunsmith_greek_desc}
    Fashioning a barrel of wrought iron bars that can hold its shape properly requires precision on a level that standard smiths are simply not equipped to deal with, and the Gunsmith is the first specialist workshop equipped to produce such a piece. As an entry-level structure pioneering a new design, gunsmiths are only large enough to fashion one cannon design, that of the bombard.
    {gunsmith_greek_desc_short}
    A Gunsmith allows the construction of a bombard cannon.
    {gunsmith_southern_european} Barrel Workshop
    {gunsmith_southern_european_desc}
    Fashioning a barrel of wrought iron bars that can hold its shape properly requires precision on a level that standard smiths are simply not equipped to deal with, and the Barrel Workshop is the first specialist workshop equipped to produce such a piece. As an entry-level structure pioneering a new design, Barrel Workshops are only large enough to produce one Barrel Thrower in a long time.
    {gunsmith_southern_european_desc_short}
    A Barrel Workshop allows the construction of a Barrelthrower.
    {gunsmith_gondor} Cannon Maker
    {gunsmith_gondor_desc}
    Fashioning a barrel of wrought iron bars that can hold its shape properly requires precision on a level that standard smiths are simply not equipped to deal with, and the Cannon Maker is the first specialist workshop equipped to produce such a piece. As an entry-level structure pioneering a new design, Cannon Makers are only large enough to produce one cannon at the same time.
    {gunsmith_gondor_desc_short}
    A Cannon Maker allows the construction of a cannon.

    Delete export_buildings.strings.bin.


    6.
    - Add 8 to the biggest number in the first line of the battle_models.modeldb (Third_Age\data\unit_models) file.

    (for example change:
    '22 serialization::archive 3 0 0 0 0 1244 0 0' to '22 serialization::archive 3 0 0 0 0 1252 0 0')
    - Put this at the end of the file:

    Spoiler Alert, click show to read: 
    10 musketeers
    1 1
    49 unit_models/_Units/EN_Lmail_Hmail/zzha2_lod0.mesh 6400
    1
    5 spain
    71 unit_models/_Units/EN_Lmail_Hmail/textures/en_imail_imail_harad.texture
    78 unit_models/_Units/EN_Lmail_Hmail/textures/en_imail_imail_harad_normal.texture
    38 unit_sprites/spain_hasharii_sprite.spr
    1
    5 spain
    60 unit_models/AttachmentSets/Final ME Heavy_harad_diff.texture
    60 unit_models/AttachmentSets/Final ME Heavy_harad_norm.texture 0
    1
    4 None
    16 MTW2_Fast_Musket
    20 MTW2_Non_Shield_Fast 1
    19 MTW2_Musket_Primary 1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    8 naffatun
    1 1
    63 unit_models/_Units/ES_Greek_Greek_Heavy/orc_cleavers2_lod0.mesh 6400
    1
    6 france
    68 unit_models/_Units/ES_Greek_Greek_Heavy/textures/orc_cleaver.texture
    75 unit_models/_Units/ES_Greek_Greek_Heavy/textures/orc_cleaver_normal.texture
    39 unit_sprites/france_cleavers_sprite.spr
    1
    6 france
    52 unit_models/AttachmentSets/orc_cleavers_diff.texture
    52 unit_models/AttachmentSets/orc_cleavers_norm.texture 0
    1
    4 None
    17 MTW2_Fast_Javelin
    20 MTW2_Non_Shield_Fast 1
    20 MTW2_Javelin_primary 1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    17 greek_firethrower
    1 1
    48 unit_models/_Units/rhun/rhun_eliteinf2_lod0.mesh 6400
    1
    6 venice
    59 unit_models/_Units/rhun/textures/rhun_eliteinf_diff.texture
    59 unit_models/_Units/rhun/textures/rhun_eliteinf_norm.texture
    37 unit_sprites/venice_rhunei_sprite.spr
    1
    6 venice
    59 unit_models/_Units/rhun/textures/rhun_missequi_diff.texture
    59 unit_models/_Units/rhun/textures/rhun_missequi_norm.texture 0
    1 4 None
    18 MTW2_Fast_Arquebus
    14 MTW2_Swordsman 1
    21 MTW2_Arquebus_Primary 1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    14 ne_cannon_crew
    1 1
    65 unit_models/_Units/EN_Lmail_Hmail/gondor_catapult_crew2_lod0.mesh 6400
    2
    6 sicily
    64 unit_models/_Units/EN_Lmail_Hmail/textures/gondor_gondor.texture
    64 unit_models/_Units/EN_Lmail_Hmail/textures/gondor_normal.texture
    51 unit_sprites/sicily_gondor_catapult_crew_sprite.spr
    4 merc
    64 unit_models/_Units/EN_Lmail_Hmail/textures/gondor_gondor.texture
    64 unit_models/_Units/EN_Lmail_Hmail/textures/gondor_normal.texture
    51 unit_sprites/sicily_gondor_catapult_crew_sprite.spr
    2
    6 sicily
    47 unit_models/AttachmentSets/gondor1_diff.texture
    47 unit_models/AttachmentSets/gondor1_norm.texture 0
    4 merc
    47 unit_models/AttachmentSets/gondor1_diff.texture
    47 unit_models/AttachmentSets/gondor1_norm.texture 0
    1
    4 None
    16 MTW2_Crew_Cannon 0
    1
    18 MTW2_Knife_Primary 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    17 arnor_cannon_crew
    1 1
    63 unit_models/_Units/EN_Lmail_Hmail/arnor_catapult_crew_lod0.mesh 6400
    3
    5 turks
    59 unit_models/_Units/EN_Lmail_Hmail/textures/arnorian.texture
    66 unit_models/_Units/EN_Lmail_Hmail/textures/arnorian_normal.texture
    49 unit_sprites/turks_arnor_ballista_crew_sprite.spr
    9 byzantium
    59 unit_models/_Units/EN_Lmail_Hmail/textures/arnorian.texture
    66 unit_models/_Units/EN_Lmail_Hmail/textures/arnorian_normal.texture
    49 unit_sprites/turks_arnor_ballista_crew_sprite.spr
    4 merc
    59 unit_models/_Units/EN_Lmail_Hmail/textures/arnorian.texture
    66 unit_models/_Units/EN_Lmail_Hmail/textures/arnorian_normal.texture
    49 unit_sprites/turks_arnor_ballista_crew_sprite.spr
    3
    5 turks
    48 unit_models/AttachmentSets/arnorian_diff.texture
    48 unit_models/AttachmentSets/arnorian_norm.texture 0
    9 byzantium
    48 unit_models/AttachmentSets/arnorian_diff.texture
    48 unit_models/AttachmentSets/arnorian_norm.texture 0
    4 merc
    48 unit_models/AttachmentSets/arnorian_diff.texture
    48 unit_models/AttachmentSets/arnorian_norm.texture 0
    1
    4 None
    16 MTW2_Crew_Cannon 0
    1
    18 MTW2_Knife_Primary 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    16 dale_cannon_crew
    1 1
    48 unit_models/_Units/EN_Lmail_Hmail/ddcc_lod0.mesh 6400
    1
    8 scotland
    64 unit_models/_Units/EN_Lmail_Hmail/textures/dalesmen_dale.texture
    66 unit_models/_Units/EN_Lmail_Hmail/textures/dalesmen_normal.texture
    41 unit_sprites/scotland_dalesmen_sprite.spr
    1
    8 scotland
    51 unit_models/AttachmentSets/dale_equip2_diff.texture
    51 unit_models/AttachmentSets/dale_equip2_norm.texture 0
    1
    4 None
    16 MTW2_Crew_Cannon 0
    1
    18 MTW2_Knife_Primary 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    27 mongol_rocket_launcher_crew
    1 1
    66 unit_models/_Units/EN_Lmail_Hmail/isengard_catapult_crew_lod0.mesh 6400
    1
    6 france
    70 unit_models/_units/ES_Greek_Greek_Heavy/textures/Uruk_Hai_Diff.texture
    70 unit_models/_units/ES_Greek_Greek_Heavy/textures/Uruk_Hai_norm.texture
    47 unit_sprites/france_Uruk_Scout_Sword_sprite.spr
    1
    6 france
    70 unit_models/_units/ES_Greek_Greek_Heavy/textures/Heavy_weapons.texture
    75 unit_models/_units/ES_Greek_Greek_Heavy/textures/Heavy_weapons_norm.texture 0
    1
    4 None
    25 MTW2_Crew_Monster_Ribault 0
    1
    18 MTW2_Knife_Primary 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    23 me_monster_bombard_crew
    1 1
    48 unit_models/_Units/EN_Lmail_Hmail/mmmu_lod0.mesh 6400
    1
    7 england
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_umail_umail_mordor.texture
    79 unit_models/_Units/EN_Lmail_Hmail/textures/en_umail_umail_mordor_normal.texture
    44 unit_sprites/england_mordor_uruks_sprite.spr
    1
    7 england
    57 unit_models/AttachmentSets/Final uruk_mordor_diff.texture
    57 unit_models/AttachmentSets/Final uruk_mordor_norm.texture 0
    1
    4 None
    22 MTW2_Crew_Huge_Bombard 0
    1
    18 MTW2_Knife_Primary 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002


    7.
    Put this at the end of the campaign_script.txt (\Third_Age\data\world\maps\campaign\imperial_campaign) file:

    Spoiler Alert, click show to read: 
    ;############################ New Technology ###############################
    declare_counter documents_offered

    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber 100 110
    and I_CompareCounter documents_offered = 0

    add_events
    event counter fire_documents_accepted
    event counter fire_documents_denied
    end_add_events
    historic_event fire_documents true
    set_counter documents_offered 1

    terminate_monitor
    end_monitor

    ;----------------- accept ------------------------------------
    monitor_conditions I_EventCounter fire_documents_accepted = 1

    historic_event fire_documents_accepted

    terminate_monitor
    end_monitor

    ;------------------ reject ------------------------------------
    monitor_conditions I_EventCounter fire_documents_denied = 1

    historic_event fire_documents_denied

    terminate_monitor
    end_monitor

    ;------------------ new technology developed ------------------------------------
    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber 112 120
    and I_EventCounter fire_documents_accepted = 1

    historic_event new_technology

    terminate_monitor
    end_monitor

    now it should look like this:
    Spoiler Alert, click show to read: 

    ............

    ;############################ New Technology ###############################
    declare_counter documents_offered

    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber 2 4
    and I_CompareCounter documents_offered = 0

    add_events
    event counter fire_documents_accepted
    event counter fire_documents_denied
    end_add_events
    historic_event fire_documents true
    set_counter documents_offered 1

    terminate_monitor
    end_monitor

    ;----------------- accept ------------------------------------
    monitor_conditions I_EventCounter fire_documents_accepted = 1

    historic_event fire_documents_accepted

    terminate_monitor
    end_monitor

    ;------------------ reject ------------------------------------
    monitor_conditions I_EventCounter fire_documents_denied = 1

    historic_event fire_documents_denied

    terminate_monitor
    end_monitor

    ;------------------ new technology developed ------------------------------------
    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber 4 6
    and I_EventCounter fire_documents_accepted = 1

    historic_event new_technology

    terminate_monitor
    end_monitor

    ;----------------------------------------------------
    ; keep script unfinised until last monitor termination
    wait_monitors

    end_script


    8.
    Replace the 'projectile monster_bombard_shot' section of the descr_projectile.txt (Third_Age\data) with this:

    Spoiler Alert, click show to read: 
    projectile monster_bombard_shot

    effect huge_cannon_ball_set
    end_effect ground_impact_large_set
    end_man_effect man_impact_catapult_set
    end_package_effect wall_impact_monster_set
    end_shatter_effect ground_impact_large_set
    end_shatter_man_effect man_impact_catapult_set
    end_shatter_package_effect wall_impact_monster_set

    ;area_effect ae_monster_shot_large
    damage 480
    damage_to_troops 60
    radius 0.001
    mass 6.0
    area 2
    accuracy_vs_units 0.04
    accuracy_vs_buildings 0.03
    accuracy_vs_towers 0.03
    min_angle -15
    max_angle 30
    velocity 110
    bounce 0.01 0.01 0.93 0.5
    body_piercing
    display aimed
    ;effect_only
    ; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
    ;stuck
    effect_only


    9.
    Add the files in the .rar archive as following:

    Spoiler Alert, click show to read: 
    - to Third_Age\data\ui\eastern_european\buildings:
    #eastern_european_c_gunsmith.tga
    #eastern_european_c_gunsmith_constructed.tga
    #eastern_european_gunsmith.tga
    #eastern_european_gunsmith_constructed.tga

    - Copy
    #eastern_european_c_gunsmith.tga
    #eastern_european_gunsmith.tga
    and add it to Third_Age\data\ui\eastern_european\buildings\construction

    - to Third_Age\data\ui\southern_european\eventpics:
    fire_documents.tga
    fire_documents_accepted.tga
    fire_documents_denied.tga
    new_technology.tga

    - to Third_Age\data\ui\units\XXX:
    #arnor_cannon.tga --> byzantium
    #dale_cannon.tga --> scotland
    #firethrower.tga --> venice
    #gondor_cannon.tga --> sicily
    #mangonel.tga --> moors
    #monster_bombard.tga --> england
    #musketeers.tga --> spain
    #Naffatun.tga --> france
    #rocket_launcher.tga --> france


    - to Third_Age\data\unit_models\_units\rhun:
    rhun_eliteinf2_lod0.mesh

    - to Third_Age\data\unit_models\_units\en_lmail_hmail
    zzha2_lod0.mesh

    - to Third_Age\data\unit_models\_units\ES_Greek_Greek_Heavy:
    orc_cleavers2_lod0.mesh

    - to Third_Age\data\unit_models\_units\ES_Greek_Greek_Heavy\textures (replace existing ones):
    orc_cleavers_diff.texture
    orc_cleavers_norm.texture


    Screenshots:
    may follow later...


    Known Issues:
    - balance is not perfect
    - descriptions are not perfect
    - firethrowers sound like muskets

    P.S:
    I'll have to leave this stuff unsupported and won't improve this further, so don't ask for fixes or such things, since I won't have time for this.


    Everyone feel free to use them for your mod, but please give credits.
    Last edited by King Kong; February 03, 2011 at 09:43 AM.

    Winner of 'Favorite M2TW Mod' and 'Favorite M2TW Modder' Award 2007 & 2008

  2. #2
    Hengest's Avatar It's a joke
    Join Date
    Oct 2005
    Location
    Great Britain
    Posts
    7,523

    Default Re: Superweapon resource

    Why would anyone want to ruin the LotRs experience?! nutters

  3. #3

    Default Re: Superweapon resource

    KK makes the best TW mods,but sincerly TA is a mod without fire arms,and for that I like it,but if I will forget about lore I will use tham,Thanks!

  4. #4
    mattgoby's Avatar Campidoctor
    Join Date
    Nov 2009
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    Northants england
    Posts
    1,957

    Default Re: Superweapon resource

    This looks interesting i may have a download.
    "some people say the iraq war is unnessasary, however i disagree its good practise in case one comes along that we need to fight, just in case the germans have another go"-AL MURRAY

    "us british our world war champions of the world"-AL MURRAY

  5. #5
    el Cid's Avatar Campidoctor
    Join Date
    May 2009
    Location
    The Netherlands
    Posts
    1,645

    Default Re: Superweapon resource

    Great KK!

  6. #6
    _Tartaros_'s Avatar "Harzschütze"
    Join Date
    Aug 2009
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    kvet.lɪnˌbuʁk
    Posts
    4,483

    Default Re: Superweapon resource

    haha, geiler scheiß!!
    i like the idea of superweapons
    some kind of counterpart of superheroes
    Last edited by _Tartaros_; February 03, 2011 at 12:56 PM.

  7. #7
    Makrell's Avatar The first of all fish
    Join Date
    Apr 2010
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    Norway
    Posts
    10,346

    Default Re: Superweapon resource

    I like it lol

  8. #8
    Chuck_Norris's Avatar Tiro
    Join Date
    Jul 2010
    Location
    Delta Junction, Alaska, United States
    Posts
    216

    Default Re: Superweapon resource

    lol i like it a lot! Blasting orcs away as dale is fun, especially when they're led by nazgul... +rep

  9. #9

    Default Re: Superweapon resource

    Nice



  10. #10

    Default Re: Superweapon resource

    In case you want screenshots KK posted some in his post here: http://www.twcenter.net/forums/showt...49#post8900049

  11. #11
    paradamed's Avatar Praepositus
    Join Date
    Jun 2006
    Location
    Brasília, Brasil
    Posts
    5,806

    Default Re: Superweapon resource

    Thanks KK!

  12. #12

    Default Re: Superweapon resource

    Brilliant ! To hell with lore

  13. #13
    Germanicu5's Avatar Will buy spare time...
    Join Date
    Feb 2009
    Location
    Not Zee Germany
    Posts
    2,101

    Default Re: Superweapon resource

    Hmm, I still think it isn't a bad idea as a "fantasy" mod, that hasn't changed since this TATW was ~2 months old and I started poking people to see if they have any interest in this.

    Regards
    I have no memory of this place.

  14. #14

    Default Re: Superweapon resource

    very nice kk. i wont be downloading them but still very nice (the same goes with the whole mod btw)

  15. #15

    Default Re: Superweapon resource

    Dwarven Barrel Thrower!? As seen in 1:08 of http://www.youtube.com/watch?v=qJNzt_qMf-c OMGWTFBBQ I must blast apart goblin ranks with barrels of exploding burning oil!!! King Kong your the best! I am going to try to use this with FROME and try to give the Dwarves of Ered-Luin the mangonel to.

  16. #16

    Default Re: Superweapon resource

    Soo.. I got an unspecified error after going through everything an starting the game. Tried making these updates on the FROME modified game on Steam (geeze, now anything could be wrong). Any ideas (anyone) what might be a possible culprit? Or is there anywhere I can pull up the error log and find out?

  17. #17
    Hero of the West's Avatar Artifex
    Join Date
    Jan 2010
    Location
    The Netherlands
    Posts
    1,640

    Default Re: Superweapon resource

    i already have it working in game it's very cool , i just need to fix a texture problem.. and fix the sound problem

  18. #18

    Default Re: Superweapon resource

    Great KK!! i like i all well the mosnter cannon for mordor not really i think its very unfair when you use them next with Olog-hais xD but thank ya very mach

  19. #19

    Default Re: Superweapon resource

    i just add tho the game the naffatun,firethrower and Barrel thrower but in the just before the intro the game crahs...help, please? i really want the firethrowers u,u

  20. #20

    Default Re: Superweapon resource

    This mod didn't work when I tried to install it either. However, I installed it on top of FRoME and some others. I'm glad that Hero will be adding these in his compilation, because I'd love to play with them and all of the other mods in it ^.^

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