So that UI to XML and back converter which alpaca once wrote for NTW, and which I then improved and extended to ETW... Now I added Shogun 2 support.
Enjoy. Code needs Python 3 to run.
So that UI to XML and back converter which alpaca once wrote for NTW, and which I then improved and extended to ETW... Now I added Shogun 2 support.
Enjoy. Code needs Python 3 to run.
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
I've taken a quick look at Rome 2 files, and it looks like there's a lot of changes from Shogun 2. Oh well, maybe someday.
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
What possibilities does this open for Shougun II modding?Stuff like more building slots would require changes to the Assembly Kit or at least the XML files, wouldn't it?
Last edited by Destin Faroda; December 28, 2018 at 03:46 PM.
My Mod:
Well, it mostly allows for changing the look of the UI. What I did for my North&South Mod for Napoleon was to create a complete new Main Menu look. But Mitch and Topcat also used it to introduce some new game features.
One thing I want to try the new converter is to see if its possible to reintroduce the old artillery system with different buttons for different shot types. Maybe you can also reintrocude the Gabionades for artillery guns. You can activate this ability in the DBs but only the AI is able to use it, because the button does not appear for the Player.
Those are my first ideas, more skilled LUA modders might have some more.
Yeah, any feature which works for AI but not for player is a good candidate for something which could be added with UI modding.
If it doesn't work for AI, it's less likely to work this way.
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
Izzy, did you already tried to add the gabionades? I always get a crash when i'm trying it :/