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  1. #1
    Teutonic Warlord's Avatar Semisalis
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    Default Changing Settlement Upgrade Requirements

    Okay, so I was trying to change the settlement population requirements in descr_settlement_mechanics. I think I have them changed to how I want them; however, when I just tried them out with the help of ye olde cheat console, apparently all population requirements were changed to the Medieval 2 vanilla ones: 4500 pop to upgrade castle to fortress, etc. Does anyone have a clue what I did wrong? I was just trying to mess with castles, and these are the changes I made (in bold):

    <level name="moot_and_bailey" base="400" upgrade="1200" min="400" max="2000"/>;village
    <level name="wooden_castle" base="1200" upgrade="3500" min="400" max="6000"/> ;town
    <level name="castle" base="3500" upgrade="7500" min="400" max="15000"/> ;large_town
    <level name="fortress" base="7500" upgrade="12000" min="400" max="22000"/> ;city
    <level name="citadel" base="12000" upgrade="25000" min="400" max="28000"/> ;large_city

    Also, I read somewhere that only a few settlements are allowed to upgrade to huge cities and citadels. Is there any way I can mod this out as well? Thanks in advance, and rep shall be given to anyone who can help me.

  2. #2

    Default Re: Changing Settlement Upgrade Requirements

    You should make sure the file is read_only and that you have deleted map.rwm in Third_Age\data\world\maps\base.

    Concerning the settlement restriction you need to change the edb. Just remove the red part:
    Spoiler Alert, click show to read: 

    huge_stone_wall city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, } and hidden_resource huge_city
    {
    capability
    {
    wall_level 4
    tower_level 1
    gate_strength 2
    gate_defences 2
    free_upkeep bonus 5
    recruitment_slots 3
    recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1
    happiness_bonus bonus 5 requires event_counter is_the_ai 1
    law_bonus bonus 6 requires event_counter is_the_ai 1
    trade_base_income_bonus bonus 7 requires event_counter is_the_ai 1
    retrain_cost_bonus bonus 1 requires event_counter is_the_ai 1
    ; population_growth_bonus bonus 1 requires event_counter is_the_ai 1
    }
    material stone
    construction 6
    cost 9600
    settlement_min large_city
    upgrades
    {
    }

    citadel castle requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, } and hidden_resource huge_city
    {
    convert_to 2
    capability
    {
    wall_level 4
    tower_level 1
    gate_strength 2
    gate_defences 2
    free_upkeep bonus 4
    recruitment_slots 3
    recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1
    happiness_bonus bonus 5 requires event_counter is_the_ai 1
    law_bonus bonus 6 requires event_counter is_the_ai 1
    trade_base_income_bonus bonus 7 requires event_counter is_the_ai 1
    retrain_cost_bonus bonus 1 requires event_counter is_the_ai 1
    ; population_growth_bonus bonus 1 requires event_counter is_the_ai 1
    }
    material stone
    construction 6
    cost 9600
    settlement_min city
    upgrades
    {
    }
    }

  3. #3
    Teutonic Warlord's Avatar Semisalis
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    Default Re: Changing Settlement Upgrade Requirements

    Quote Originally Posted by Bungo Baggins View Post
    You should make sure the file is read_only and that you have deleted map.rwm in Third_Age\data\world\maps\base.

    Concerning the settlement restriction you need to change the edb. Just remove the red part:
    Spoiler Alert, click show to read: 

    huge_stone_wall city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, } and hidden_resource huge_city
    {
    capability
    {
    wall_level 4
    tower_level 1
    gate_strength 2
    gate_defences 2
    free_upkeep bonus 5
    recruitment_slots 3
    recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1
    happiness_bonus bonus 5 requires event_counter is_the_ai 1
    law_bonus bonus 6 requires event_counter is_the_ai 1
    trade_base_income_bonus bonus 7 requires event_counter is_the_ai 1
    retrain_cost_bonus bonus 1 requires event_counter is_the_ai 1
    ; population_growth_bonus bonus 1 requires event_counter is_the_ai 1
    }
    material stone
    construction 6
    cost 9600
    settlement_min large_city
    upgrades
    {
    }

    citadel castle requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, } and hidden_resource huge_city
    {
    convert_to 2
    capability
    {
    wall_level 4
    tower_level 1
    gate_strength 2
    gate_defences 2
    free_upkeep bonus 4
    recruitment_slots 3
    recruits_morale_bonus bonus 4 requires event_counter is_the_ai 1
    happiness_bonus bonus 5 requires event_counter is_the_ai 1
    law_bonus bonus 6 requires event_counter is_the_ai 1
    trade_base_income_bonus bonus 7 requires event_counter is_the_ai 1
    retrain_cost_bonus bonus 1 requires event_counter is_the_ai 1
    ; population_growth_bonus bonus 1 requires event_counter is_the_ai 1
    }
    material stone
    construction 6
    cost 9600
    settlement_min city
    upgrades
    {
    }
    }
    I was able to remove the settlement restrictions properly, but my population requirements still aren't being used. I changed it to read only, and I deleted map.rwm but another popped up. Since I am by no means an experienced modder, does descr_settlement_mechanics need to stay as an XML file? I used notepad to edit it, and it became a text document. If so, how can I change it back to an XML file?

  4. #4

    Default Re: Changing Settlement Upgrade Requirements

    Quote Originally Posted by Teutonic Warlord View Post
    Since I am by no means an experienced modder, does descr_settlement_mechanics need to stay as an XML file? I used notepad to edit it, and it became a text document. If so, how can I change it back to an XML file?
    Simply rename the file to descr_settlement_mechanics.xml again. It's as easy as that...

    I changed it to read only, and I deleted map.rwm but another popped up.
    The map.rwm is recreated from other files every time the game cannot find it when starting.

  5. #5
    Teutonic Warlord's Avatar Semisalis
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    Default Re: Changing Settlement Upgrade Requirements

    Quote Originally Posted by Bungo Baggins View Post
    Simply rename the file to descr_settlement_mechanics.xml again. It's as easy as that...


    The map.rwm is recreated from other files every time the game cannot find it when starting.
    I couldn't get the renaming thing to work, but I did eventually figure out that I needed to right-click on the file while it was still an XML and click on edit to make changes so that it would stay as an XML. Before I was just opening it up with notepad, making changes, and saving it, so it became a text document. Thanks for the help! I enjoy learning something new and getting help from more experienced people every time I do little tweaks to the game. And, as I promised, +rep.

  6. #6

    Default Re: Changing Settlement Upgrade Requirements

    Always glad to help.
    I couldn't get the renaming thing to work, but I did eventually figure out that I needed to right-click on the file while it was still an XML and click on edit to make changes so that it would stay as an XML.
    That's quite weird...
    Did you log in as an administrator, then right click on the file and select rename?
    You should then be able to mark the .txt ending and change it to .xml.
    Then press enter and click proceed when you are asked for administrator rights...
    Last edited by Bungo Baggins; November 22, 2011 at 03:52 PM. Reason: Spelling

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