Middle Earth Resource Overhaul(WIP)
The middle earth resource overhaul aims at making the economic portion of TATW more immersive and challenging.
****My number one goal is to make every unit and building feel significant or important...unless they are orcs. And not just represented by a certain amount of ambiguous gold coins.
Spoiler Alert, click show to read:![]()
Spoiler Alert, click show to read:![]()
Spoiler Alert, click show to read:![]()
Finally, If you run out of a resource you can no longer recruit any unit that needs that resource. Nearly each unit in the EDB with have 1-4 counters to determine if that unit can be trained. This means I may decrease the gold price dramatically for each unit, as that is merely their pay...
Everything in this mod is governed by the campaign script... all credit goes to Tsarsies for creating the horse pastures mod for M2tw... my mod is just an expansion of that script.
Now my faction in game(eriador) doesn't use armored units for a long time but I capture a mine early on. That means I have an excess of ore, which you can check by hitting the help scroll in the military tab. Once I hit 3000 ore, my allies show up and offer me money for ore. And I accept.
Spoiler Alert, click show to read:![]()
And Completed
Spoiler Alert, click show to read:![]()
-This mod makes a mine required to even have a single sword, pike, metal shield, or piece of armor.
-This mod makes you need more mines to get more of these things.
-This mod allows you to trade excess or buy from other "rich" factions...ie...horses from Rohan..if Allied.
Now here is why I posted a WIP.
I need some help.
1. Would anyone play this mod if it was added to MOS, or DAC. It would be time consuming to do so?
2. Would this script make turns too long?
This is only one resource(iron) for one faction...albeit 40 or so units.
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:;;;;;;;;;;;;;;;;;;Iron Resource Mod;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;declare_counter iron_available
declare_counter buildingIronProduction
declare_counter whatIsOurIronProduction
;In game help regarding the mod
monitor_event ScrollAdviceRequested ScrollOpened army_listview
historic_event iron_resource
end_monitor
;Presets the local factions Horse Pool and fires a welcome message.
;also presets the players horse usage for requesing information
monitor_event FactionTurnStart FactionIsLocal
and I_TurnNumber = 0
if I_LocalFaction turks
set_counter iron_available 100
set_counter whatIsOurIronProduction -1
historic_event turks_welcome
end_if
terminate_monitor
end_monitor
;;;;;;;;;;;;;;;;;;Recruitment Freeze ;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;Recruitment Freeze ;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;Recruitment Freeze ;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;50 Iron ;;;;;;;;;;;;;;;;;
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 49
set_event_counter MT50 0
end_if
if I_CompareCounter iron_available >= 50
set_event_counter MT50 1
end_if
end_monitor
monitor_event ButtonPressed ButtonPressed recruitment_button
if I_CompareCounter iron_available <= 49
set_event_counter MT50 0
end_if
if I_CompareCounter iron_available >= 50
set_event_counter MT50 1
end_if
end_monitor
;;;;;;;;;;;;;;;;;;100 Iron ;;;;;;;;;;;;;;;;;
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 99
set_event_counter MT100 0
end_if
if I_CompareCounter iron_available >= 100
set_event_counter MT100 1
end_if
end_monitor
monitor_event ButtonPressed ButtonPressed recruitment_button
if I_CompareCounter iron_available <= 99
set_event_counter MT100 0
end_if
if I_CompareCounter iron_available >= 100
set_event_counter MT100 1
end_if
end_monitor
;;;;;;;;;;;;;;;;;;200 Iron ;;;;;;;;;;;;;;;;;
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 199
set_event_counter MT200 0
end_if
if I_CompareCounter iron_available >= 200
set_event_counter MT200 1
end_if
end_monitor
monitor_event ButtonPressed ButtonPressed recruitment_button
if I_CompareCounter iron_available <= 199
set_event_counter MT200 0
end_if
if I_CompareCounter iron_available >= 200
set_event_counter MT200 1
end_if
end_monitor
;;;;;;;;;;;;;;;;;;300 Iron ;;;;;;;;;;;;;;;;;
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 299
set_event_counter MT300 0
end_if
if I_CompareCounter iron_available >= 300
set_event_counter MT300 1
end_if
end_monitor
monitor_event ButtonPressed ButtonPressed recruitment_button
if I_CompareCounter iron_available <= 299
set_event_counter MT300 0
end_if
if I_CompareCounter iron_available >= 300
set_event_counter MT300 1
end_if
end_monitor
;;;;;;;;;;;;;;;;;;400 Iron ;;;;;;;;;;;;;;;;;
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 399
set_event_counter MT400 0
end_if
if I_CompareCounter iron_available >= 400
set_event_counter MT400 1
end_if
end_monitor
monitor_event ButtonPressed ButtonPressed recruitment_button
if I_CompareCounter iron_available <= 399
set_event_counter MT400 0
end_if
if I_CompareCounter iron_available >= 400
set_event_counter MT400 1
end_if
end_monitor
;;;;;;;;;;;;;;;;;;500 Iron ;;;;;;;;;;;;;;;;;
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 499
set_event_counter MT500 0
end_if
if I_CompareCounter iron_available >= 500
set_event_counter MT500 1
end_if
end_monitor
monitor_event ButtonPressed ButtonPressed recruitment_button
if I_CompareCounter iron_available <= 499
set_event_counter MT500 0
end_if
if I_CompareCounter iron_available >= 500
set_event_counter MT500 1
end_if
end_monitor
;;;;;;;;;;;;;;;;;;600 Iron ;;;;;;;;;;;;;;;;;
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 599
set_event_counter MT600 0
end_if
if I_CompareCounter iron_available >= 600
set_event_counter MT600 1
end_if
end_monitor
monitor_event ButtonPressed ButtonPressed recruitment_button
if I_CompareCounter iron_available <= 599
set_event_counter MT600 0
end_if
if I_CompareCounter iron_available >= 600
set_event_counter MT600 1
end_if
end_monitor
;;;;;;;;;;;;;;;;;;900 Iron ;;;;;;;;;;;;;;;;;
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 899
set_event_counter MT900 0
end_if
if I_CompareCounter iron_available >= 900
set_event_counter MT900 1
end_if
end_monitor
monitor_event ButtonPressed ButtonPressed recruitment_button
if I_CompareCounter iron_available <= 899
set_event_counter MT900 0
end_if
if I_CompareCounter iron_available >= 900
set_event_counter MT900 1
end_if
end_monitor
;;;;;;;;;;;;;;;;;;1000 Iron ;;;;;;;;;;;;;;;;;
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 999
set_event_counter MT1000 0
end_if
if I_CompareCounter iron_available >= 1000
set_event_counter MT1000 1
end_if
end_monitor
monitor_event ButtonPressed ButtonPressed recruitment_button
if I_CompareCounter iron_available <= 999
set_event_counter MT1000 0
end_if
if I_CompareCounter iron_available >= 1000
set_event_counter MT1000 1
end_if
end_monitor
;;;;;;;;;;;;;;;;;;1100 Iron ;;;;;;;;;;;;;;;;;
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 1099
set_event_counter MT1100 0
end_if
if I_CompareCounter iron_available >= 1100
set_event_counter MT1100 1
end_if
end_monitor
monitor_event ButtonPressed ButtonPressed recruitment_button
if I_CompareCounter iron_available <= 1099
set_event_counter MT1100 0
end_if
if I_CompareCounter iron_available >= 1100
set_event_counter MT1100 1
end_if
end_monitor
;;;;;;;;;;;;;;;;;;End ;;;;;;;;;;;;;;;;;
;Initial Building costs
;Buildings become available to construct IF the player has enough horses
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 9
set_event_counter canConstruct_farms 0
set_event_counter canConstruct_markets 0
set_event_counter canConstruct_caravans 0
set_event_counter canConstruct_jousts 0
end_if
if I_CompareCounter iron_available >= 10
set_event_counter canConstruct_farms 1
set_event_counter canConstruct_markets 1
set_event_counter canConstruct_caravans 1
set_event_counter canConstruct_jousts 1
end_if
end_monitor
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 19
set_event_counter canConstruct_farms1 0
set_event_counter canConstruct_markets1 0
set_event_counter canConstruct_caravans1 0
set_event_counter canConstruct_jousts1 0
end_if
if I_CompareCounter iron_available >= 20
set_event_counter canConstruct_farms1 1
set_event_counter canConstruct_markets1 1
set_event_counter canConstruct_caravans1 1
set_event_counter canConstruct_jousts1 1
end_if
end_monitor
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 29
set_event_counter canConstruct_farms2 0
set_event_counter canConstruct_markets2 0
end_if
if I_CompareCounter iron_available >= 30
set_event_counter canConstruct_farms2 1
set_event_counter canConstruct_markets2 1
end_if
end_monitor
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 39
set_event_counter canConstruct_farms3 0
set_event_counter canConstruct_markets3 0
end_if
if I_CompareCounter iron_available >= 40
set_event_counter canConstruct_farms3 1
set_event_counter canConstruct_markets3 1
end_if
end_monitor
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 49
set_event_counter canConstruct_markets4 0
end_if
if I_CompareCounter iron_available >= 50
set_event_counter canConstruct_markets4 1
end_if
end_monitor
;Does the player have 1 iron to recruit a merchant? lets hope so...
monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll
if I_CompareCounter iron_available <= 0
set_event_counter canTrainMerchant 0
end_if
if I_CompareCounter iron_available >= 1
set_event_counter canTrainMerchant 1
end_if
end_monitor
;Ensures the AI can recruit cavalry and construct buildings regardless of players iron levels.
;Also enables the AI to continue to recieve building bonuses
monitor_event FactionTurnEnd FactionIsLocal
set_event_counter lackOfIron 1
set_event_counter canConstruct_farms 1
set_event_counter canConstruct_farms1 1
set_event_counter canConstruct_farms2 1
set_event_counter canConstruct_farms3 1
set_event_counter canConstruct_markets 1
set_event_counter canConstruct_markets1 1
set_event_counter canConstruct_markets2 1
set_event_counter canConstruct_markets3 1
set_event_counter canConstruct_markets4 1
set_event_counter canConstruct_caravans 1
set_event_counter canConstruct_caravans1 1
set_event_counter canConstruct_jousts 1
set_event_counter canConstruct_jousts1 1
set_event_counter canTrainMerchant 1
set_event_counter canTrade_JC1 1
set_event_counter canTrade_JC2 1
set_event_counter canTrade_MARK1 1
set_event_counter canTrade_MARK2 1
set_event_counter canTrade_MARK3 1
set_event_counter canTrade_MARK4 1
set_event_counter canTrade_MARK5 1
set_event_counter canTrade_MG1 1
set_event_counter canTrade_MG2 1
set_event_counter canTrade_MG3 1
end_monitor
;Reset the counter for keeping track of building bred/used horses. Once every 2 turns.
;Also increases the counter for building bred horses.
;Also warns the player when he has less than 100 or 0 horses.
monitor_event PreFactionTurnStart FactionIsLocal
and I_CompareCounter buildingIronProduction = 2
set_counter buildingIronProduction 0
end_monitor
monitor_event FactionTurnStart FactionIsLocal
inc_counter buildingIronProduction 1
if I_CompareCounter iron_available < 10
and I_CompareCounter iron_available > 0
historic_event less_than_10_ingots
end_if
if I_CompareCounter iron_available <= 0
historic_event no_iron
end_if
end_monitor
;MARKETS
monitor_event FactionTurnStart FactionIsLocal
if I_CompareCounter iron_available >= 8
set_event_counter canTrade_MARK1 1
end_if
if I_CompareCounter iron_available < 8
set_event_counter canTrade_MARK1 0
end_if
if I_CompareCounter iron_available >= 6
set_event_counter canTrade_MARK2 1
end_if
if I_CompareCounter iron_available < 6
set_event_counter canTrade_MARK2 0
end_if
if I_CompareCounter iron_available >= 4
set_event_counter canTrade_MARK3 1
end_if
if I_CompareCounter iron_available < 4
set_event_counter canTrade_MARK3 0
end_if
if I_CompareCounter iron_available >= 2
set_event_counter canTrade_MARK4 1
end_if
if I_CompareCounter iron_available < 2
set_event_counter canTrade_MARK4 0
end_if
if I_CompareCounter iron_available >= 1
set_event_counter canTrade_MARK5 1
end_if
if I_CompareCounter iron_available < 1
set_event_counter canTrade_MARK5 0
end_if
end_monitor
;MERCHANTS GUILD
monitor_event FactionTurnStart FactionIsLocal
if I_CompareCounter iron_available >= 8
set_event_counter canTrade_MG1 1
end_if
if I_CompareCounter iron_available < 8
set_event_counter canTrade_MG1 0
end_if
if I_CompareCounter iron_available >= 4
set_event_counter canTrade_MG2 1
end_if
if I_CompareCounter iron_available < 4
set_event_counter canTrade_MG2 0
end_if
if I_CompareCounter iron_available >= 2
set_event_counter canTrade_MG3 1
end_if
if I_CompareCounter iron_available < 2
set_event_counter canTrade_MG3 0
end_if
end_monitor
;If the player has horse pastures, increase his iron pool.
;iron PASTURES
monitor_event SettlementTurnEnd SettlementBuildingExists = mines
and I_EventCounter is_the_ai = 0
inc_counter iron_available 150
end_monitor
monitor_event SettlementTurnEnd SettlementBuildingExists = mines+1
and I_EventCounter is_the_ai = 0
inc_counter iron_available 300
end_monitor
monitor_event SettlementTurnEnd SettlementBuildingExists = mines+2
and I_EventCounter is_the_ai = 0
inc_counter iron_available 600
end_monitor
monitor_event SettlementTurnEnd SettlementBuildingExists = m_mines
and I_EventCounter is_the_ai = 0
inc_counter iron_available 2000
end_monitor
monitor_event SettlementTurnEnd SettlementBuildingExists = c_mines
and I_EventCounter is_the_ai = 0
inc_counter iron_available 150
end_monitor
monitor_event SettlementTurnEnd SettlementBuildingExists = c_mines+1
and I_EventCounter is_the_ai = 0
inc_counter iron_available 300
end_monitor
monitor_event SettlementTurnEnd SettlementBuildingExists = c_mines+2
and I_EventCounter is_the_ai = 0
inc_counter iron_available 600
end_monitor
;Initial costs for buildings. One time fire for each construction.
;How many horses are we breeding every 2 turs?
;iron PASTURE
monitor_event BuildingCompleted SettlementBuildingFinished = mines
and I_EventCounter is_the_ai = 0
inc_counter whatIsOurIronProduction 300
end_monitor
monitor_event BuildingCompleted SettlementBuildingFinished = mines+1
and I_EventCounter is_the_ai = 0
inc_counter whatIsOurIronProduction 600
end_monitor
monitor_event BuildingCompleted SettlementBuildingFinished = mines+2
and I_EventCounter is_the_ai = 0
inc_counter whatIsOurIronProduction 900
end_monitor
monitor_event BuildingCompleted SettlementBuildingFinished = mines+2
and I_EventCounter is_the_ai = 0
inc_counter whatIsOurIronProduction 1200
end_monitor
monitor_event BuildingCompleted SettlementBuildingFinished = c_mines
and I_EventCounter is_the_ai = 0
inc_counter whatIsOurIronProduction 300
end_monitor
monitor_event BuildingCompleted SettlementBuildingFinished = c_mines+1
and I_EventCounter is_the_ai = 0
inc_counter whatIsOurIronProduction 600
end_monitor
monitor_event BuildingCompleted SettlementBuildingFinished = c_mines+2
and I_EventCounter is_the_ai = 0
inc_counter whatIsOurIronProduction 900
end_monitor
;;;;;;;;;UNIT COST;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Elite Dunedain Rangers
and FactionIsLocal
inc_counter iron_available -300
historic_event Elite_Dunedain_Rangers
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Ranger Volunteer Sentinels
and FactionIsLocal
inc_counter iron_available -100
historic_event Ranger_Volunteer_Sentinels
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Ranger Volunteer Archers
and FactionIsLocal
inc_counter iron_available -100
historic_event Ranger_Volunteer_Archers
end_monitor
monitor_event UnitTrained TrainedUnitCategory cavalry
and UnitType Ranger Volunteer Horseman
and FactionIsLocal
inc_counter iron_available -50
historic_event Ranger_Volunteer_Horseman
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Veteran Rangers
and FactionIsLocal
inc_counter iron_available -50
historic_event Veteran_Rangers
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType DunedainR
and FactionIsLocal
inc_counter iron_available -100
historic_event DunedainR
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Elven SmithsR
and FactionIsLocal
inc_counter iron_available -500
historic_event Elven_SmithsR
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Imladris RidersR
and FactionIsLocal
inc_counter iron_available -100
historic_event Imladris_RidersR
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Elf SpearR
and FactionIsLocal
inc_counter iron_available -500
historic_event Elf_SpearR
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Elf SwordR
and FactionIsLocal
inc_counter iron_available -500
historic_event Elf_SwordR
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Dunlending AxemenR
and FactionIsLocal
inc_counter iron_available -50
historic_event Dunlending_AxemenR
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Bandits
and FactionIsLocal
inc_counter iron_available -50
historic_event Bandits
end_monitor
monitor_event UnitTrained TrainedUnitCategory cavalry
and UnitType Greenway Sentries
and FactionIsLocal
inc_counter iron_available -500
historic_event Greenway_Sentries
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Merchant Militia
and FactionIsLocal
inc_counter iron_available -500
historic_event Merchant_Militia
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType BR Dunedain
and FactionIsLocal
inc_counter iron_available -200
historic_event BR_Dunedain
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Dunedain Rangers
and FactionIsLocal
inc_counter iron_available -200
historic_event Dunedain_Rangers
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Greenway Guards
and FactionIsLocal
inc_counter iron_available -100
historic_event Greenway_Guards
end_monitor
monitor_event UnitTrained TrainedUnitCategory cavalry
and UnitType Merchants
and FactionIsLocal
inc_counter iron_available -200
historic_event Merchants
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Mounted Dunedain
and FactionIsLocal
inc_counter iron_available -100
historic_event Mounted_Dunedain
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Arnorian Heavy Archers
and FactionIsLocal
inc_counter iron_available -500
historic_event Arnorian_Heavy_Archers
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Dismounted Arnor MAA
and FactionIsLocal
inc_counter iron_available -500
historic_event Dismounted_Arnor_MAA
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Arnor Pikemen
and FactionIsLocal
inc_counter iron_available -1000
historic_event Arnor_Pikemen
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Dismounted Dunedain Knights
and FactionIsLocal
inc_counter iron_available -1000
historic_event Dismounted_Dunedain_Knights
end_monitor
monitor_event UnitTrained TrainedUnitCategory cavalry
and UnitType Arnor Sergeants
and FactionIsLocal
inc_counter iron_available -300
historic_event Arnor_Sergeants
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Arnor Knights
and FactionIsLocal
inc_counter iron_available -400
historic_event Arnor_Knights
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Dunedain Knights2
and FactionIsLocal
inc_counter iron_available -1000
historic_event Dunedain_Knights2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType aum Arnor Dismounted Knights
and FactionIsLocal
inc_counter iron_available -600
historic_event aum_Arnor_Dismounted_Knights
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType aum Arnor MAA Spear
and FactionIsLocal
inc_counter iron_available -1100
historic_event aum_Arnor_MAA_Spear
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType aum Arnor Heavy Archers
and FactionIsLocal
inc_counter iron_available -500
historic_event aum_Arnor_Heavy_Archers
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType aum Arnor Heavy MAA
and FactionIsLocal
inc_counter iron_available -1100
historic_event aum_Arnor_Heavy_MAA
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType aum Silvan Shieldsword
and FactionIsLocal
inc_counter iron_available -600
historic_event aum_Silvan_Shieldsword
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType argond guardians
and FactionIsLocal
inc_counter iron_available -600
historic_event argond_guardians
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Cardolan Crossbowmen
and FactionIsLocal
inc_counter iron_available -500
historic_event Cardolan_Crossbowmen
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Dol Amroth Knights Mercs2
and FactionIsLocal
inc_counter iron_available -50
historic_event Dol_Amroth_Knights_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Dismounted Kofm Mercs2
and FactionIsLocal
inc_counter iron_available -50
historic_event Dismounted_Kofm_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Blackroot Archers Mercs2
and FactionIsLocal
inc_counter iron_available -50
historic_event Blackroot_Archers_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Ithilien Rangers Mercs2
and FactionIsLocal
inc_counter iron_available -50
historic_event Ithilien_Rangers_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Gondor_Archers_Mercs2
and FactionIsLocal
inc_counter iron_available -300
historic_event Gondor_Archers_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Gondor Spearmen Mercs2
and FactionIsLocal
inc_counter iron_available -400
historic_event Gondor_Spearmen_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Gondor Infantry Mercs2
and FactionIsLocal
inc_counter iron_available -400
historic_event Gondor_Infantry_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Marines Mercs2
and FactionIsLocal
inc_counter iron_available -100
historic_event Marines_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Axemen of Lossarnach Mercs2
and FactionIsLocal
inc_counter iron_available -100
historic_event Axemen_of_Lossarnach_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Horseguards Mercs2
and FactionIsLocal
inc_counter iron_available -200
historic_event Horseguards_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Barding Hird Mercs2
and FactionIsLocal
inc_counter iron_available -400
historic_event Barding_Hird_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Rhovanion Mercs2
and FactionIsLocal
inc_counter iron_available -200
historic_event Rhovanion_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Iron Guard Mercs2
and FactionIsLocal
inc_counter iron_available -300
historic_event Iron_Guard_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Dwarven Warriors Mercs2
and FactionIsLocal
inc_counter iron_available -200
historic_event Dwarven_Warriors_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Axemen of Erebor Mercs
and FactionIsLocal
inc_counter iron_available -600
historic_event Axemen_of_Erebor_Mercs
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Elf Archer3 Mercs2
and FactionIsLocal
inc_counter iron_available -400
historic_event Elf_Archer3_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Rhovanion Rider2
and FactionIsLocal
inc_counter iron_available -50
historic_event Rhovanion_Rider2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Arnor Trebuchet
and FactionIsLocal
inc_counter iron_available -200
historic_event Arnor_Trebuchet
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Arnor Trebuchet
and FactionIsLocal
inc_counter iron_available -200
historic_event Minas_Tirith_Trebuchet
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Arnor Catapult
and FactionIsLocal
inc_counter iron_available -100
historic_event Arnor_Catapult
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Arnor_Ballista
and FactionIsLocal
inc_counter iron_available -100
historic_event Arnor_Ballista
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Eriador Ballista
and FactionIsLocal
inc_counter iron_available -100
historic_event Eriador_Ballista
end_monitor
monitor_event UnitTrained TrainedUnitCategory cavalry
and UnitType Mounted Rangers
and FactionIsLocal
inc_counter iron_available -100
historic_event Mounted_Rangers
end_monitor
monitor_event UnitTrained TrainedUnitCategory cavalry
and UnitType eorlingas Mercs2
and FactionIsLocal
inc_counter iron_available -100
historic_event eorlingas_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Rohan Horsearchers Mercs2
and FactionIsLocal
inc_counter iron_available -50
historic_event Rohan_Horsearchers_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Gondor Catapult Mercs2
and FactionIsLocal
inc_counter iron_available -100
historic_event Gondor_Catapult_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory cavalry
and UnitType Swan Knights Mercs2
and FactionIsLocal
inc_counter iron_available -200
historic_event Swan_Knights_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType ztm Gondor Infantry
and FactionIsLocal
inc_counter iron_available -200
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType ztm gondor guardsmen
and FactionIsLocal
inc_counter iron_available -100
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType ztm gondor yeomen archers
and FactionIsLocal
inc_counter iron_available -50
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType ztm Gondor Spearmen
and FactionIsLocal
inc_counter iron_available -3
historic_event Swan_Knights_Mercs2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType osgiliath veterans
and FactionIsLocal
inc_counter iron_available -300
historic_event osgiliath_veterans
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType pelennor guards
and FactionIsLocal
inc_counter iron_available -300
historic_event pelennor_guards
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType citadel guard archers
and FactionIsLocal
inc_counter iron_available -600
historic_event citadel_guard_archers
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType wardens whitetower
and FactionIsLocal
inc_counter iron_available -900
historic_event wardens_whitetower
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Axemen of Lossarnach2
and FactionIsLocal
inc_counter iron_available -100
historic_event Axemen_of_Lossarnach2
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType amroth spearmen
and FactionIsLocal
inc_counter iron_available -200
historic_event amroth_spearmen
end_monitor
monitor_event UnitTrained TrainedUnitCategory infantry
and UnitType Dol Amroth Archers
and FactionIsLocal
inc_counter iron_available -100
historic_event Dol_Amroth_Archers
end_monitor
monitor_event UnitTrained TrainedUnitCategory cavalry
and UnitType dol amroth squires
and FactionIsLocal
inc_counter iron_available -200
historic_event dol_amroth_squires
end_monitor
;IN GAME MESSAGES
;Allows the player to request information on how many horses he has available
monitor_event SettlementScrollAdviceRequested SettlementIsLocal
if I_CompareCounter iron_available >= 48
and I_CompareCounter iron_available < 72
historic_event iron_available_Less72
end_if
if I_CompareCounter iron_available >= 72
and I_CompareCounter iron_available < 96
historic_event iron_available_Less96
end_if
if I_CompareCounter iron_available >= 96
and I_CompareCounter iron_available < 120
historic_event iron_available_Less120
end_if
if I_CompareCounter iron_available >= 120
and I_CompareCounter iron_available < 144
historic_event iron_available_Less144
end_if
if I_CompareCounter iron_available >= 144
and I_CompareCounter iron_available < 168
historic_event iron_available_Less168
end_if
if I_CompareCounter iron_available >= 168
and I_CompareCounter iron_available < 192
historic_event iron_available_Less192
end_if
if I_CompareCounter iron_available >= 192
and I_CompareCounter iron_available < 216
historic_event iron_available_Less216
end_if
if I_CompareCounter iron_available >= 216
and I_CompareCounter iron_available < 240
historic_event iron_available_Less240
end_if
if I_CompareCounter iron_available >= 240
and I_CompareCounter iron_available < 300
historic_event iron_available_Less300
end_if
if I_CompareCounter iron_available >= 300
and I_CompareCounter iron_available < 400
historic_event iron_available_Less400
end_if
if I_CompareCounter iron_available >= 400
and I_CompareCounter iron_available < 500
historic_event iron_available_Less500
end_if
if I_CompareCounter iron_available >= 500
and I_CompareCounter iron_available < 600
historic_event iron_available_Less600
end_if
if I_CompareCounter iron_available >= 600
and I_CompareCounter iron_available < 700
historic_event iron_available_Less700
end_if
if I_CompareCounter iron_available >= 700
and I_CompareCounter iron_available < 800
historic_event iron_available_Less800
end_if
if I_CompareCounter iron_available >= 800
and I_CompareCounter iron_available < 900
historic_event iron_available_Less900
end_if
if I_CompareCounter iron_available >= 900
and I_CompareCounter iron_available < 1000
historic_event iron_available_Less1000
end_if
if I_CompareCounter iron_available >= 1000
and I_CompareCounter iron_available < 1100
historic_event iron_available_Less1100
end_if
if I_CompareCounter iron_available >= 1100
and I_CompareCounter iron_available < 1200
historic_event iron_available_Less1200
end_if
if I_CompareCounter iron_available >= 1200
and I_CompareCounter iron_available < 1300
historic_event iron_available_Less1300
end_if
if I_CompareCounter iron_available >= 1300
and I_CompareCounter iron_available < 1400
historic_event iron_available_Less1400
end_if
if I_CompareCounter iron_available >= 1400
and I_CompareCounter iron_available < 1500
historic_event iron_available_Less1500
end_if
if I_CompareCounter iron_available >= 1500
and I_CompareCounter iron_available < 1600
historic_event iron_available_Less1600
end_if
if I_CompareCounter iron_available >= 1600
and I_CompareCounter iron_available < 1700
historic_event iron_available_Less1700
end_if
if I_CompareCounter iron_available >= 1700
and I_CompareCounter iron_available < 1800
historic_event iron_available_Less1800
end_if
if I_CompareCounter iron_available >= 1800
and I_CompareCounter iron_available < 1900
historic_event iron_available_Less1900
end_if
if I_CompareCounter iron_available >= 1900
and I_CompareCounter iron_available < 2000
historic_event iron_available_Less2000
end_if
if I_CompareCounter iron_available >= 2000
and I_CompareCounter iron_available < 2500
historic_event iron_available_Less2500
end_if
if I_CompareCounter iron_available >= 2500
and I_CompareCounter iron_available < 3000
historic_event iron_available_Less3000
end_if
if I_CompareCounter iron_available >= 3000
and I_CompareCounter iron_available < 3500
historic_event iron_available_Less3500
end_if
if I_CompareCounter iron_available >= 3500
and I_CompareCounter iron_available < 4000
historic_event iron_available_Less4000
end_if
if I_CompareCounter iron_available >= 4000
and I_CompareCounter iron_available < 4500
historic_event iron_available_Less4500
end_if
if I_CompareCounter iron_available >= 4500
and I_CompareCounter iron_available < 5000
historic_event iron_available_Less5000
end_if
if I_CompareCounter iron_available >= 5000
and I_CompareCounter iron_available < 6000
historic_event iron_available_Less6000
end_if
if I_CompareCounter iron_available >= 6000
and I_CompareCounter iron_available < 7000
historic_event iron_available_Less7000
end_if
if I_CompareCounter iron_available >= 7000
and I_CompareCounter iron_available < 8000
historic_event iron_available_Less8000
end_if
if I_CompareCounter iron_available >= 8000
and I_CompareCounter iron_available < 9000
historic_event iron_available_Less9000
end_if
if I_CompareCounter iron_available >= 9000
and I_CompareCounter iron_available < 10000
historic_event iron_available_Less10000
end_if
if I_CompareCounter iron_available >= 10000
and I_CompareCounter iron_available < 15000
historic_event iron_available_Less15000
end_if
if I_CompareCounter iron_available >= 15000
and I_CompareCounter iron_available < 20000
historic_event iron_available_Less20000
end_if
if I_CompareCounter iron_available >= 20000
and I_CompareCounter iron_available < 25000
historic_event iron_available_Less25000
end_if
if I_CompareCounter iron_available >= 25000
and I_CompareCounter iron_available < 30000
historic_event iron_available_Less30000
end_if
if I_CompareCounter iron_available > 35000
historic_event iron_available_More35000
end_if
end_monitor
;Allows the player to request information on how much iron he uses each turn.
monitor_event SettlementScrollAdviceRequested SettlementIsLocal
if I_CompareCounter whatIsOurIronProduction >= 0
and I_CompareCounter whatIsOurIronProduction < 100
historic_event iron_production_Less100
end_if
if I_CompareCounter whatIsOurIronProduction >= 100
and I_CompareCounter whatIsOurIronProduction < 200
historic_event iron_production_Less200
end_if
if I_CompareCounter whatIsOurIronProduction >= 200
and I_CompareCounter whatIsOurIronProduction < 300
historic_event iron_production_Less300
end_if
if I_CompareCounter whatIsOurIronProduction >= 300
and I_CompareCounter whatIsOurIronProduction < 400
historic_event iron_production_Less400
end_if
if I_CompareCounter whatIsOurIronProduction >= 400
and I_CompareCounter whatIsOurIronProduction < 500
historic_event iron_production_Less500
end_if
if I_CompareCounter whatIsOurIronProduction >= 500
and I_CompareCounter whatIsOurIronProduction < 600
historic_event iron_production_Less600
end_if
if I_CompareCounter whatIsOurIronProduction >= 600
and I_CompareCounter whatIsOurIronProduction < 700
historic_event iron_production_Less700
end_if
if I_CompareCounter whatIsOurIronProduction >= 700
and I_CompareCounter whatIsOurIronProduction < 800
historic_event iron_production_Less800
end_if
if I_CompareCounter whatIsOurIronProduction >= 800
and I_CompareCounter whatIsOurIronProduction < 900
historic_event iron_production_Less900
end_if
if I_CompareCounter whatIsOurIronProduction >= 900
and I_CompareCounter whatIsOurIronProduction < 1000
historic_event iron_production_Less1000
end_if
if I_CompareCounter whatIsOurIronProduction >= 1000
and I_CompareCounter whatIsOurIronProduction < 1100
historic_event iron_production_Less1100
end_if
if I_CompareCounter whatIsOurIronProduction >= 1100
and I_CompareCounter whatIsOurIronProduction < 1200
historic_event iron_production_Less1200
end_if
if I_CompareCounter whatIsOurIronProduction >= 1200
and I_CompareCounter whatIsOurIronProduction < 1300
historic_event iron_production_Less1300
end_if
if I_CompareCounter whatIsOurIronProduction >= 1300
and I_CompareCounter whatIsOurIronProduction < 1400
historic_event iron_production_Less1400
end_if
if I_CompareCounter whatIsOurIronProduction >= 1400
and I_CompareCounter whatIsOurIronProduction < 1500
historic_event iron_production_Less1500
end_if
if I_CompareCounter whatIsOurIronProduction >= 1500
and I_CompareCounter whatIsOurIronProduction < 1600
historic_event iron_production_Less1600
end_if
if I_CompareCounter whatIsOurIronProduction >= 1600
and I_CompareCounter whatIsOurIronProduction < 1700
historic_event iron_production_Less1700
end_if
if I_CompareCounter whatIsOurIronProduction >= 1700
and I_CompareCounter whatIsOurIronProduction < 1800
historic_event iron_production_Less1800
end_if
if I_CompareCounter whatIsOurIronProduction >= 1800
and I_CompareCounter whatIsOurIronProduction < 1900
historic_event iron_production_Less1900
end_if
if I_CompareCounter whatIsOurIronProduction >= 1900
and I_CompareCounter whatIsOurIronProduction < 2000
historic_event iron_production_Less2000
end_if
if I_CompareCounter whatIsOurIronProduction >= 2000
and I_CompareCounter whatIsOurIronProduction < 2500
historic_event iron_production_Less2500
end_if
if I_CompareCounter whatIsOurIronProduction >= 2500
and I_CompareCounter whatIsOurIronProduction < 3000
historic_event iron_production_Less3000
end_if
if I_CompareCounter whatIsOurIronProduction >= 3000
historic_event iron_production_More3000
end_if
end_monitor
Feel free to take the script and use it or make it more efficient if you know how.
3. What other resources should I add...right now I am thinking...
-wood, food, leather, manpower, wool.
So in theory a dunedain ranger unit of 50 would need
100 iron ingots, 100 polished wood, 200 leather strips, 50 units of food, take up 50 manpower, and 50 pieces of wool.
4. Here is my last question... Should the AI use the resource system? Are they too stupid, would it make the game too easy? In theory if they have iron, and they build a mine they should be able to build without care. There is no negative resource so they will just be slowed, and have to let resources build back up again. A real positive is you can attack the resource regions with strategic purpose... that is something that is missing because of the needed money scripts.
5. Please respond if you care... I only play one faction, eriador, and I don't play any of the major mods, mine is using old map and is modded in nearly every file. If there is interest I may port it over to MOS or DAC.




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