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HJM168359
03-05-2003, 18:47
is there anyway to add iron to provinces through modding. It would be great if someone could tell me. I think that the game creators either need to come up with a trading system for iron or start adding it to more provinces. Just because a country didnt have iron with in their borders didnt mean they never improved the quality of there weapons. http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif

econ21
03-05-2003, 19:14
Good question. I hate the weapon upgrades. Very ahistorical as you say. The armour upgrades, on the other hand, are a really nice way of modelling the gradual improvement in armour over the period.
I'm going to find out a way to make iron into a normal tradable good and disable the weapon upgrade buildings.

HJM168359
03-05-2003, 19:33
thanks tell me if you do

Tigger
03-05-2003, 19:36
It's quite easy to mod this i think. I installed Wes W's mod and noticed that there is a text file for each starting date: early.txt, high.txt etc (this file is also in the site directory normally)

If you have a look through this you will see that you can edit all the province info and change income, tradable goods and resources. I think for resources it's

SET_REOURCES Id_"NAME OF PROVINCE" IRON

or something similar. Now you can get rich quick, have iron, gold and generally cheat to your hearts content Mind you, i needed with the Enlish they never earn any money

Lord Of Storms
03-05-2003, 23:30
you can also type in the all provinces get iron code which is .viagra. typed in during normal play no special screen and if done correctly you will hear people cheering. mind you this is considered a cheat codeThe file you want to add iron as a resource is medieval/campmap/startpos/early .txt scroll down to find a heading region resources and region goods available go to the province you want and add iron to the resources not tradeable goods save the file exit and play...http://www.smilies-world.de/Smilies/Smilies_klein_1/party.gif

USMCNJ
03-07-2003, 04:47
the best way to get iron is not to need it. Just go to Crusaders_build_prob13.txt file in the main totalwar folder. Edit METALSMITH LINE. Just delete iron. Just Ctrl F to find iron, and delte it. This will allow your to make metal smiths any were you want. And you will know if you messed up, the second you start the game. Cause it won't run, it will tell you "error reading crusaders_build file." My point is back it up. They only way that you can mess up if you delete to much, the file work on tabs.

Lord Of Storms
03-07-2003, 06:00
I do not understand what that means could you elaborate? what purpose is served by deleting the metalsmith, and if you want to edit units and buildings go to the ORG download section tools/utilities and get Gnomeunitbuildprojeditorv2.0 it eliminates having to mess with tabs and lets you edit in a very easy format...

USMCNJ
03-07-2003, 06:22
No, NO dodn't delet the metal smith. Delete the "Iron"
Best way to see my point is to open up the file using Excel.

Go to column "S", you will see that this column is "resources required to be present in region before this building can be build" Now if you go to Row 9 (metalsmith) Colum "S" it will say "iron". Basicly you need iron to make a metal smith. If you delet the the "iron", then it will no loger be required to make a metal smith.

Lord Of Storms
03-07-2003, 06:47
Have you tested this ? does deleting the iron give you the abilty to build a metalsmith that is of no use you need the iron to build with right? if you have played this out let me know.

USMCNJ
03-07-2003, 07:15
Haven't tried it with iron. But i did try this with gunpowder (it's farther down the column list, it's part of the inventions needed) It worked fine, so i don't see why iron shouldn't. The only thing is that i'm not sure if this will effect current games. I wont be able to play till monday, can someone test this out, and get back at me?

Brutal DLX
03-07-2003, 13:10
It's really not that hard.
If you want Metalsmiths everywhere , you either need to give all provinces iron deposits via the cheatcode or by editing the preferences file for the campaign, or you can disable the iron prerequisite for a Metalsmith building in the buildings txt file.
Iron as tradable good could be done, but will give you revenue only, not the ability to build metalsmithies..

Lord Of Storms
03-07-2003, 13:13
You could add iron as a resource that would make it available to mine, not trade in the province of your choice that is a simple mod.

hoom
03-07-2003, 14:21
Quote[/b] ]I hate the weapon upgrades. Very ahistorical as you say
Are you saying that during the period of the game, only armour improved and not weapons??? http://www.totalwar.org/forum/non-cgi/emoticons/shock.gif

Foreign Devil
03-07-2003, 22:40
I actually like the limited distribution of iron- it adds something to the strategy element.

I am, however, stongly tempted to add iron to Constantinople, as the Byzintines either need to ezpand all the way to the Iberian peninsula or up into Hungary(I think) to get iron, which can be a lengthy prosess made worse by the need to then hold and build up that provence.

I'm sure they had access to it, historically speaking, through trade if nothing else. This would give the provence an even higher strategic value.


Arrrse- he's saying the way only certain provences can give you the upgrades is ahistorical. Although you could look at it as simply reflecting the fact that weapons made in some areas were just better quality.

The thing to remember is that iron and weapons upgrades are nice, but they aren't the be all end all. In Shogun, I never used a provence without iron sand deposits to produce units, but its much less of an issue in Medieval.

econ21
03-08-2003, 00:11
Arrse - Foreign Devil's defence of my position points to what is perhaps my main concern. Iron was transported from many parts of Europe - I've seen a map of the main movements from mines to manufacturing centres and. I haven't heard shortage of iron and control of iron mines being a strategic issue in the period (unlike, say, oil in modern war). Some areas, eg Damascus, that don't have iron in the game were renown at the time for fashioning superb weapons.

But additionally, I can rationalise the armouries as providing slow almost imperceptible upgrades in the average armour of units as I think happened in real life. So, for example, a supposedly "unarmoured" unit with +2 shields, I can view as one having actually acquired helmets and some basic light armour. Linking the armories to the size of the castle also makes sense as larger cities, like Venice, could afford to kit out their militia with more armour.

I just don't think the quality of the average swords, spears, bows got better in the same way as the average armour. There were improvements in weapons but they seem pretty well modelled in the game as changes to "new" weapons - crossbows, arbalests, longbows, halberds and pikes. Bear in mind that a +1 to attack from a weapons upgrade is a 20% improvement in to kill chances - ie a big deal - I just doubt swords and spears got approx. 60% better over the period.

pdoan8
03-08-2003, 02:49
Quote[/b] (The Sword Of Storms @ Mar. 06 2003,23:47)]Have you tested this ? does deleting the iron give you the abilty to build a metalsmith that is of no use you need the iron to build with right? if you have played this out let me know.
It works.

Same for gunpowder, compass, copper, gold, salt, silver. You will be able to build all if you delete the requirement.

I didn't delete any requirement, but I change the upgrade ability of Swordsmith, Armoursmith and Metalsmith.

Swordsmith: the first level gives nothing besides being a requirement to train some troop types. The last 3 levels will give weapon upgrades up to silver (+3). So, every one can have weapon upgrades now.

Armoursmith: same as swordsmith. The first level gives nothing and the last 3 levels will give armour upgrades up to silver (+3). One level lower then before.

Metalsmith: the first 2 levels give money same as a copper mine. The 3rd level gives gold armour upgrade (+4) and the 4th level gives gold weapon upgrade (+4). So, the region with iron will make a little more money and produce a little better armour and weapon than others.

I'm trying this setting because I think the +4 weapon upgrade advantage is too much. A difference of one is a little small but I think it's good enough.