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View Full Version : Creating Iron Mines and Removing Land Bridges.



Condottiere
08-12-2004, 00:37
Does anyone know as to whether Activision used some sort of historical reference when allocating iron resources to provinces? I've found a map in the Medieval Warfare Sourcebook that lists major iron production sites in parts of Anatolia, Trebizond, Northern Syria, parts of the Caucasus region and parts of North Africa and one in Russia; along with ones in the British Isles, Spain and the rest of W. Europe. Curiously the Hungarian region was devoid of any major iron mines. How would I go about adding iron resources to certain in game provinces? On a related note, adding trade goods?

How would I go about eliminating land bridges?

I would have looked this up, but I can't find the search engine. I don't know anything about modding, so if someone would be kind enough to explain to me on how this would be done, I would appreciate it.

gaelic cowboy
08-12-2004, 01:10
Don't forget to save the unmodded file before changing anything and keep it simple by your own admission you don't know much about it so just keep it to modding the textfile for now.
If you want to know more check the repository in the dungeon there must be tons of stuff there by now.
Here it goes anway
In the textfiles in your total war folder go to the campmap folder and select startpos you should have an eary, high ,late and if you have the expansion pack viking. Just open the folder and it simply a matter editing it in say microsoft word. scroll down until you have something like this

//========================================
//Region Goods Available
//The Goods available in a region.
//These are products that can be exploited
//immediately without requiring further
//buildings to be constructed.
//========================================

//WOOL, SALTFISH, SPICE, WINE, LINEN, SILK, COTTON

//WOOL, FISH, SPICES, WINE, LINEN, SILK, COTTON

SetTradableGoods:: ID_ANJOU SILK LINEN

SetResources:: ID_ALGERIA GOLD

Then just add this as we can see anjou has no iron just add this

SetResources:: ID_ANJOU IRON

Now you can have mine's anywhere you want alternatively if your too lazy you can type .viagra. on the campmap in game and any province you own will have iron.

You can also give your self trade goods that way just be careful to keep the spacing correct as it will crash if you dont use tab correctly here is how

SetTradableGoods:: ID_ALGERIA SILK

Download some of the tools for editing available especially one of the campaign editors should be very useful.

gaelic cowboy
08-12-2004, 01:37
For some reason I can't get the spacing right on this forum to properly show you how to do it so try to use copy paste of a whole line say venice and changing it to croatia keeping the spaces the same good luck

Condottiere
08-12-2004, 01:43
Thanks for replying. I'll try this asap. If I mess things up I could always reinstall. Is the method for removing land bridges the same?

gaelic cowboy
08-12-2004, 01:58
Just simply save the file as a new name even early2 works but it won't show that on the main campaign selector it will instead show somthing like this

viking
early
early
high
late

you can mod it to display a new name but I can't remenber how off hand.
Land bridges would be changed this way scroll till you see this

//========================================
//How do the regions link together?
//Region in question first, followed
//by its neighbours.
//Regions can have a maximum number of
//15 neighbours. Any more and Medieval
//will crash.
//========================================


SetNeighbours:: ID_SCOTLAND ID_NORTH_UMBRIA ID_NORTH_SEA ID_NORTH_ATLANTIC ID_IRISH_SEA
SetNeighbours:: ID_NORTH_UMBRIA ID_MERCIA ID_SCOTLAND ID_NORTH_SEA ID_IRISH_SEA
SetNeighbours:: ID_MERCIA ID_NORTH_UMBRIA ID_WALES ID_WESSEX ID_NORTH_SEA ID_ENGLISH_CHANNEL ID_IRISH_SEA
SetNeighbours:: ID_WALES ID_MERCIA ID_WESSEX ID_IRISH_SEA
SetNeighbours:: ID_WESSEX ID_MERCIA ID_WALES ID_FLANDERS ID_ENGLISH_CHANNEL ID_IRISH_SEA

Wessex has flanders as a neighbour which is across the english channel I'm assuming you can just remove ID_FLANDERS to do this as I have never done the landbridge one.

gaelic cowboy
08-12-2004, 02:02
I just had a quick look in the repository and there is loads of stuff there for modders check them out before starting good luck.

Condottiere
08-12-2004, 20:14
Thanks for your help. I'm perusing the Repository now and I'm planning on adding some castles and buildings to certain provinces. If I'm not changing the province's "demographic" details, do I have to change the SetAttributes:: if I were to just add a building?

gaelic cowboy
08-12-2004, 22:37
No the atributes just tell the game where to place say the castle or port what culture the province is leave them alone and you should be fine.
Unless you want to change the culture of the province obviously or change the terrain to say flat inland or summit.

To add a building just go to this on the same document you changed the Iron mine placement before

Scroll till ya see this

//============================================================================
// Adding ANY building MUST be done after the regions ATTRIBUTES have been set.
//============================================================================
//Buildings
//place buildings in each country.
//Buildings become controlled by the
//faction controlling the region.
//========================================
MakeBuilding:: ID_ARAGON Castle3
MakeBuilding:: ID_ARAGON Town_watch
MakeBuilding:: ID_ARAGON Bowyer

MakeBuilding:: ID_BURGUNDY Castle3
MakeBuilding:: ID_BURGUNDY Town_watch
MakeBuilding:: ID_BURGUNDY Spearmaker

As you can see Aragon has no spearmaker just add this line


MakeBuilding:: ID_ARAGON Spearmaker

Incidently see the little no 3 on the end of castle thats the level of the castle so spearmaker4 would be a master spearmaker and castle3 would be a level 3 castle
Have fun ~:cheers: