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.






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