View Full Version : MTW Source Code
edyzmedieval
07-23-2005, 12:24
This is a very very hard question.
How can I uncode the Source Code, so I can modify stuff like training troops for loyalty, making a capital-mode......
This is very important because MTW quite limits the modification that can be made to it, especially when you try to make a mod with important modifications, like the Byzantium Total War mod.
ShadesWolf
07-23-2005, 12:55
Good luck, this is an interesting question,
I wait to see if we get any good replys.
edyzmedieval
07-23-2005, 13:58
Hopefully I will receive good replies....
I am expecting from Barocca and BKB and VH the most because they are very experienced modders....
VikingHorde
07-24-2005, 15:45
This is a very very hard question.
How can I uncode the Source Code, so I can modify stuff like training troops for loyalty, making a capital-mode......
This is very important because MTW quite limits the modification that can be made to it, especially when you try to make a mod with important modifications, like the Byzantium Total War mod.
When you say "uncode the Source Code", are you thinking of hardcoded stuff or just the info inside the production files? Hardcoded stuff can't be uncoded, that I know. ~:)
edyzmedieval
07-24-2005, 16:32
Welcome back VH!!!
I mean both. I want to make new stuff available to MTW, like the capital mode and setting the faction heir.
VikingHorde
07-24-2005, 17:57
Welcome back VH!!!
I mean both. I want to make new stuff available to MTW, like the capital mode and setting the faction heir.
I don't think it is possible to set faction heir, make factions have capitals and that kind of stuff. You can edit unit stats, buildings needed to build units, homelands by resticting where it's possible to build units, the power of guns and lots of other funny stuff. MTW limits modding a lot, but some times it is possible go around them. An example of the limiting factors are the 108 provinces and 256 units in one campaign. In my XL mod I give all factions one keep in early era, a castle in high and a citadel in late as the capital. In high and late period there will be more smaller castles, but the capital is the biggest. Capitals will also start with feudal level buildings in early, chivalric in high and in late it has even more advanced buildings. This is cool because HQ units can be build from the start by the AI.
edyzmedieval
07-24-2005, 18:41
I don't think it is possible to set faction heir, make factions have capitals and that kind of stuff. You can edit unit stats, buildings needed to build units, homelands by resticting where it's possible to build units, the power of guns and lots of other funny stuff. MTW limits modding a lot, but some times it is possible go around them. An example of the limiting factors are the 108 provinces and 256 units in one campaign. In my XL mod I give all factions one keep in early era, a castle in high and a citadel in late as the capital. In high and late period there will be more smaller castles, but the capital is the biggest. Capitals will also start with feudal level buildings in early, chivalric in high and in late it has even more advanced buildings. This is cool because HQ units can be build from the start by the AI.
Ahhhh....Too bad...
Isn't anybody who can figure out how to decode the Source Code?!
Or, is the Source Code composed of 1 file or more files?!
This is likely illegal to do.
Kraellin
07-24-2005, 20:44
i'm afraid it is illegal to do. what you are talking about is disassembling the code to get to the source so that you can modify it and re-compile it. this most definitely violates the end user license agreement.
this thread shld be closed.
K.
edyzmedieval
07-25-2005, 07:53
OOOOPsss...
Thanks for telling me that. Didn't know it. :embarassed:
vBulletin® v3.7.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.