mwarrior
01-11-2007, 01:27
I have looked into every building and unit in the game and changed many prerequisates as well as added eras for these buildings/units.
There are now 8 eras in the game where buildings or units may appear and correspond to historical events within the game and the dates that these events happened in real life.
1) First Windmill 1130: Pavise shields, mounted crossbows
2) First European Paper 1152: Teutonic and Santiago Knights
3) Mongols Invasion 1208-1224: new knights, early polearms
4) Gundpowder Discovered 1240-1250: some new buildings - however does not allow immediate building of gunpowder units (too early)
5) First Eyeglasses 1286: longbows, late polearms, first cannons, early pikes
6) Timurids Invasion 1368-1384: Plate armor, better pikes, more cannons
7) First Piano 1400: Gothic armor, arquebus, hand guns
8) World is Round (true time) 1446-1453: Carrack, muskets
And of course, era 0, which are the units available from the start.
I have looked into every unit and put them into the buildings that match their armor level, training, and skill. For example, Quapukulu, an elite Turkish cavalry unit with armor level 4 (heavy armorer) is only available at a King's Stables, which requires a heavy armorer. Also this unit is available after the Timurids invasion. Example 2: Lancers (era 7) have armor level 6 (armor factory) so they can be built in a armor factory building which requires a barracks and earl's stables.
In other words, you won't be pumping out Gothic Knights with only a leather tanner in 1100 AD.
While I edited the building tree for realism, I also balanced the tree so that no faction gets left behind with this system. Every faction has new available units according to the eras (exception byzantines who don't get guns).
Main features:
-completely new building tree
-units correspond to realistic eras
-units are built in buildings that correspond to their armor, training, and skill
-more building dependencies
-faction specific buildings tweaked
-building times increased and costs increased slightly for longer campaign
I've changed the export_descr_buildings.txt file which goes into your M2TW/data folder. Also included is the export_buildings.txt file, which you need to put in your M2TW/data/text folder and delete the export_buildings.txt.strings.bin file. Also, the World is Round event is the "true time" event in the descr_events.txt file in your data/world/maps/campaign/imperial_campaign folder.
This file is recommended for longer campaigns (1 year = 1 turn, half year = 1 turn).
There are now 8 eras in the game where buildings or units may appear and correspond to historical events within the game and the dates that these events happened in real life.
1) First Windmill 1130: Pavise shields, mounted crossbows
2) First European Paper 1152: Teutonic and Santiago Knights
3) Mongols Invasion 1208-1224: new knights, early polearms
4) Gundpowder Discovered 1240-1250: some new buildings - however does not allow immediate building of gunpowder units (too early)
5) First Eyeglasses 1286: longbows, late polearms, first cannons, early pikes
6) Timurids Invasion 1368-1384: Plate armor, better pikes, more cannons
7) First Piano 1400: Gothic armor, arquebus, hand guns
8) World is Round (true time) 1446-1453: Carrack, muskets
And of course, era 0, which are the units available from the start.
I have looked into every unit and put them into the buildings that match their armor level, training, and skill. For example, Quapukulu, an elite Turkish cavalry unit with armor level 4 (heavy armorer) is only available at a King's Stables, which requires a heavy armorer. Also this unit is available after the Timurids invasion. Example 2: Lancers (era 7) have armor level 6 (armor factory) so they can be built in a armor factory building which requires a barracks and earl's stables.
In other words, you won't be pumping out Gothic Knights with only a leather tanner in 1100 AD.
While I edited the building tree for realism, I also balanced the tree so that no faction gets left behind with this system. Every faction has new available units according to the eras (exception byzantines who don't get guns).
Main features:
-completely new building tree
-units correspond to realistic eras
-units are built in buildings that correspond to their armor, training, and skill
-more building dependencies
-faction specific buildings tweaked
-building times increased and costs increased slightly for longer campaign
I've changed the export_descr_buildings.txt file which goes into your M2TW/data folder. Also included is the export_buildings.txt file, which you need to put in your M2TW/data/text folder and delete the export_buildings.txt.strings.bin file. Also, the World is Round event is the "true time" event in the descr_events.txt file in your data/world/maps/campaign/imperial_campaign folder.
This file is recommended for longer campaigns (1 year = 1 turn, half year = 1 turn).