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    Default Middle Earth Resource Overhaul(WIP)

    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.





  2. #2

    Default Re: Middle Earth Resource Overhaul(WIP)

    Well, I really like your ideas. A better economy management is always something nice in my opinion.

  3. #3
    Civis
    Join Date
    Sep 2012
    Location
    Norway, Akershus
    Posts
    110

    Default Re: Middle Earth Resource Overhaul(WIP)

    I love it!, All modders! DO IT! lol, it really is a good idea tbh, surprised noone have thought of it before

  4. #4

    Default Re: Middle Earth Resource Overhaul(WIP)

    will the soldiers cost gold too or only resources??
    I choose to die on my feet, rather than live on my knees!

  5. #5

    Default Re: Middle Earth Resource Overhaul(WIP)

    This looks like a great idea. I would like to see the tactical effects it would have if implemented on the AI as wel. It should be done with care though, not making them to easy. I think it will need a lot of scripting on the campaign ai (so that they also target more inteligently)

    I would definitly play it.

  6. #6
    Swagger's Avatar Imperial Coffee-Runner
    Join Date
    Apr 2007
    Location
    Portugal
    Posts
    12,453

    Default Re: Middle Earth Resource Overhaul(WIP)

    Quote Originally Posted by manekemaan View Post
    This looks like a great idea. I would like to see the tactical effects it would have if implemented on the AI as wel. It should be done with care though, not making them to easy. I think it will need a lot of scripting on the campaign ai (so that they also target more inteligently)

    I would definitly play it.
    ai wouldn't be smart enough to know when it should conquer mines to have more resources or something... this should be player only or done to a much less (MUCH LESS!) extent to the AI
    Under the Patronage of the Dreadful cedric37!
    Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod


  7. #7
    Ngugi's Avatar TATW & Albion Local Mod
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    10,687

    Default Re: Middle Earth Resource Overhaul(WIP)

    Quote Originally Posted by Swagger View Post
    ai wouldn't be smart enough to know when it should conquer mines to have more resources or something... this should be player only or done to a much less (MUCH LESS!) extent to the AI
    This ^

    Also, AFAIK, such a great amount of new monitors ought to be a really big penalty to the performance, as considered in point #2. Considering for example the issue many have with MOS performance, the "lag" may very well scare away many from using it

    That said, if it can be made in a smooth non-lagging way, and not crippling the AI which is not Skynet and would not Think economicly or strategically, it's a neat idea to develop the 'imperial tycoon' game play, a part that I enjoy perhaps most in campaigns
    Last edited by Ngugi; July 21, 2014 at 12:48 PM.

    Kingdom of Lindon preview video out





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  8. #8

    Default Re: Middle Earth Resource Overhaul(WIP)

    Quote Originally Posted by Ngugi View Post
    This ^

    Also, AFAIK, such a great amount of new monitors ought to be a really big penalty to the performance, as considered in point #2. Considering for example the issue many have with MOS performance, the "lag" may very well scare away many from using it

    That said, if it can be made in a smooth non-lagging way, and not crippling the AI which is not Skynet and would not Think economicly or strategically, it's a neat idea to develop the 'imperial tycoon' game play, a part that I enjoy perhaps most in campaigns


    Each unit in game will have 3-4 counters under their unit trained monitor but the monitors shouldn't multiple too much from what they are in the provided script. Also the AI will only be handicapped with resources like wood when they don't have access to forests... I have created new buildings, a slash and burn building for orcs, and driftwood for Middle-eastern. That being said it is probably too much work for a few to play it, and I only play one faction, I will probably continue to add it to my personal submod, and not MOS or DAC because the EDB and EDU or pretty much full, and I won't be able to add the units I prefer...I will finish with all the resources, add it to my game... test it, and release the script,events, and new buildings as an open resource. I will include how to add units to the script so people can do this with their own games, and if someone wants, they can add it to one of the big submods.

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