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oz_wwjd
05-19-2008, 14:52
I'm playing as the Teutonic Order on the Tiberius Mod for XL and I can't seem to get the gunsmith to appear in any of my provinces. Is the gunsmith unavalible to the Order,or has the build requirements been changed to get in,because I have a cannon foundry in several of my provinces,but it just won't appear..

Drunk-Monk
05-19-2008, 17:43
I noticed the same problem but it also happened with The Hospitalers and Venetians.

drone
05-19-2008, 17:57
In the vanilla campaign, the Gunsmith is only available to the Egyptians (with a Keep required). Other factions can get the Gunsmith's Workshop (with a Castle). I think this was done to allow the Eggys a head start in gunpowder units.

Not sure if the same is true for XL, with or without the Tiberius mod. I would imagine if you have the foundry, you should get the GW.

oz_wwjd
05-20-2008, 02:52
yeah extremely aggravating, as I could use Serpentines and other artilery in my defensive armies.Any idea how to fix it?

drone
05-20-2008, 03:41
You should be able to figure out the building requirements by looking at the build_prod file. You can either do this manually with Notepad, or use the Gnome editor. First, you need to locate the build_prod that the mod uses, in vanilla it's CRUSADER_BUILD_PROD13.TXT at the top level of the MTW install directory. I don't know where Tyberius put it, I would imagine it's up there somewhere. If you look at the startpos file, it should state which one it is (located in MTW\campmap\startpos, the vanilla files are EARLY.TXT, HIGH.TXT, LATE.TXT, and VIKING.TXT, not sure if he just overwrites those or has another one for the mod).

The beginning of the vanilla file's line for the Gunsmith looks like this:

3 GUNSMITH "Gunsmith, Gunsmiths Workshop, Gunsmiths Guild, Master Gunsmith" TROOP_PRODUCER "400, 600, 800, 1000" "4, 6, 8, 10" "{CASTLE4},{CASTLE7},{CASTLE10, GUNSMITH2},{CASTLE13,GUNSMITH3}"
The "{CASTLE4},{CASTLE7},{CASTLE10, GUNSMITH2},{CASTLE13,GUNSMITH3}" part denotes the building requirements for each level of gunsmith (Keep, Castle, Citadel + Gunsmiths Workshop, Fortress + Gunsmiths Guild).

The end of the line in the vanilla file for Gunsmith looks like this:

"{FN_EGYPTIAN},{},{},{}" "GUNPOWDER, GUNPOWDER, GUNPOWDER, GUNPOWDER"
which denotes that the gunpowder event is necessary for all levels, and that the basic (first level) Gunsmith is restricted to the Egyptian faction.

It might be that something got changed that eliminates the possibility of getting any gunsmith line buildings. If you find the right build_prod file for the mod, can you post the whole gunsmith line? If there is something wrong in that line, I should be able to tell you how to fix it.

oz_wwjd
05-20-2008, 23:43
OK I think I've found the right file,so here's how the gunsmith line looks

Gunsmith Gunsmith "Gunsmith, Gunsmiths Workshop, Gunsmiths Guild, Master Gunsmith"TROOP_PRODUCER "400, 600, 800, 1000" "2, 4, 6, 8" "{CASTLE4},{CASTLE7,GUNSMITH},{CASTLE10, GUNSMITH2 ,CASTLE13,GUNSMITH3} "Workshop Level 1, Workshop Level 2, Workshop Level 3, Workshop Level 4" "POVERTY_STRICKEN(5), DESPERATE_DEFENCE(100), CATHOLIC_EXPANSIONIST(100), CATHOLIC_NAVAL_EXPANSIONIST(100), CATHOLIC_TRADER(80), CATHOLIC_CRUSADER_TRADER(80), CATHOLIC_EXPANSIONIST_CRUSADER(100), CATHOLIC_DEFENSIVE_CRUSADER(100), POPE(120), CATHOLIC_DEFENSIVE(100), CATHOLIC_ISOLATIONIST(100), ORTHODOX_DEFENSIVE(80), ORTHODOX_EXPANSIONIST(80), ORTHODOX_STAGNANT(80), MUSLIM_PEACEFUL(50), MUSLIM_EXPANSIONIST(100), MUSLIM_DEVOUT(100), BARBARIAN_RAIDER(100), REBELS(100), CLOSE_TO_SUPPORT_LIMIT(0), POVERTY_STRICKEN(7.5), DESPERATE_DEFENCE(150), CATHOLIC_EXPANSIONIST(150), CATHOLIC_NAVAL_EXPANSIONIST(150), CATHOLIC_TRADER(120), CATHOLIC_CRUSADER_TRADER(120), CATHOLIC_EXPANSIONIST_CRUSADER(150), CATHOLIC_DEFENSIVE_CRUSADER(150), POPE(180), CATHOLIC_DEFENSIVE(150), CATHOLIC_ISOLATIONIST(150), ORTHODOX_DEFENSIVE(120), ORTHODOX_EXPANSIONIST(120), ORTHODOX_STAGNANT(120), MUSLIM_PEACEFUL(75), MUSLIM_EXPANSIONIST(150), MUSLIM_DEVOUT(150), BARBARIAN_RAIDER(150), REBELS(150), CLOSE_TO_SUPPORT_LIMIT(0), POVERTY_STRICKEN(11.25), DESPERATE_DEFENCE(225), CATHOLIC_EXPANSIONIST(225), CATHOLIC_NAVAL_EXPANSIONIST(225), CATHOLIC_TRADER(180), CATHOLIC_CRUSADER_TRADER(180), CATHOLIC_EXPANSIONIST_CRUSADER(225), CATHOLIC_DEFENSIVE_CRUSADER(225), POPE(270), CATHOLIC_DEFENSIVE(225), CATHOLIC_ISOLATIONIST(225), ORTHODOX_DEFENSIVE(180), ORTHODOX_EXPANSIONIST(180), ORTHODOX_STAGNANT(180), MUSLIM_PEACEFUL(112.5), MUSLIM_EXPANSIONIST(225), MUSLIM_DEVOUT(225), BARBARIAN_RAIDER(225), REBELS(225), CLOSE_TO_SUPPORT_LIMIT(0), POVERTY_STRICKEN(16.875), DESPERATE_DEFENCE(337.5), CATHOLIC_EXPANSIONIST(337.5), CATHOLIC_NAVAL_EXPANSIONIST(337.5), CATHOLIC_TRADER(270), CATHOLIC_CRUSADER_TRADER(270), CATHOLIC_EXPANSIONIST_CRUSADER(337.5), CATHOLIC_DEFENSIVE_CRUSADER(337.5), POPE(405), CATHOLIC_DEFENSIVE(337.5), CATHOLIC_ISOLATIONIST(337.5), ORTHODOX_DEFENSIVE(270), ORTHODOX_EXPANSIONIST(270), ORTHODOX_STAGNANT(270), MUSLIM_PEACEFUL(168.75), MUSLIM_EXPANSIONIST(337.5), MUSLIM_DEVOUT(337.5), BARBARIAN_RAIDER(337.5), REBELS(337.5), CLOSE_TO_SUPPORT_LIMIT(0), " "{},{},{},{FOUNDRY(100)}" "{}, {},{},{UPGRADE_VALOUR(1)}" "{FN_EGYPTIAN},{},{},{}" "GUNPOWDER, GUNPOWDER, GUNPOWDER, GUNPOWDER"

drone
05-21-2008, 03:26
I think I see the problem:

{CASTLE4},{CASTLE7,GUNSMITH},{CASTLE10, GUNSMITH2},{CASTLE13,GUNSMITH3}
means that to build the Gunsmith's Workshop, you need a Gunsmith, however:


{FN_EGYPTIAN},{},{},{}
at the end of the line means you must be Egyptian to build the Gunsmith. So this limits the entire Gunsmith line to the Eggys.

So you have 2 options: either make the Gunsmith available to everyone, or remove the Gunsmith as a prerequisite for the Gunsmith's Workshop. To replicate the vanilla build tree, change:

{CASTLE4},{CASTLE7,GUNSMITH},{CASTLE10, GUNSMITH2},{CASTLE13,GUNSMITH3}
to

{CASTLE4},{CASTLE7},{CASTLE10, GUNSMITH2},{CASTLE13,GUNSMITH3}

To allow (and force) all factions to build Gunsmiths, change:

{FN_EGYPTIAN}[/B],{},{},{}
to

{},{},{},{}

It also looks like there are mismatches in the brackets and quotes in that line (the one you posted, I fixed them in my quotes above). The entire section with the building prerequisites should be in quotes, looks like the one at the end is missing (before the "Workshop Level 1...". And there should be "},{"between the "{CASTLE10,GUNSMITH2" and "CASTLE13,GUNSMITH3}" instead there is just a ","

Hope that works out for you!

oz_wwjd
05-21-2008, 10:07
OK thanks.That seemed to fix it,other than now in provinces are are upgraded to fortress level or above, I can queue both the gunsmith and the gunsmiths guild in my building queue,but that's preferable to having no gunsmiths at all.

drone
05-21-2008, 15:58
OK thanks.That seemed to fix it,other than now in provinces are are upgraded to fortress level or above, I can queue both the gunsmith and the gunsmiths guild in my building queue,but that's preferable to having no gunsmiths at all.
If you did both changes, then yes you would have both buidlings available at the 2nd level Castle. If you only do the first change, and limit the Gunsmith to the Egyptians, it will remove the duplication (unless you are playing the Egyptians, of course!).

Kaidonni
05-27-2008, 11:03
Just downloaded Tyberius' patch for XL, and want to double check on something. If one removes the FN_Egyptian reference, it allows all factions to build from the Gunsmith upwards, whereas if one removes the 'GUNSMITH' reference, it enables the building line for other factions, just that they don't need the Gunsmith before the Gunsmith's Workshop?

drone
05-27-2008, 17:01
Just downloaded Tyberius' patch for XL, and want to double check on something. If one removes the FN_Egyptian reference, it allows all factions to build from the Gunsmith upwards, whereas if one removes the 'GUNSMITH' reference, it enables the building line for other factions, just that they don't need the Gunsmith before the Gunsmith's Workshop?
Correct. My guess is that he added the Gunsmith prerequisite for the Gunsmith's Workshop (which is missing in vanilla), without realizing that only the Eggys could build Gunsmiths. How you correct it depends on whether you want the Eggy's to get a head start with firearm units or not.

Kaidonni
05-27-2008, 17:05
Hmmm, checking the Engineer's Guild, Tyberius said he'll incorporate a solution to this in the next patch, so...I'd rather wait a short while then, in that case. I've had nasty occurances when modding .txt files for MTW...