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:
Code:
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:
Code:
"{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.
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