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Thread: The MTW-hardcoded list!

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  1. #1

    Default The MTW-hardcoded list!

    Hi all MTW-people,

    I thought that it is about time we had a thread like this and thus making things a lot easier for all MTW-modders in listing all things that can't be changed in MTW in one single mighty list. So if you please guys, fill in the blanks and list all the hard-coded things in MTW that you can think of. This way we all can save hours and hours of wasted work and effort instead of figuring it out solo. In order to avoid all such unnecessary waste of time and for future reference I decided to set up this thread. If everything works out we all should have pretty solid and good list after a while.

    I would however like to request that we all try to only deal in certainties around here (always assume that it is preferred and expected. Mistakes can happen, but do try to avoid them. If you happen to be uncertain, especially so about the hardcoded bit - don’t post it). If MTW and VI differs from each other make a clear note on that. Also, don’t be afraid to double post if you should find out about or remember something new, not listed here before. For corrections please edit your post. Lets try to keep things clear, like 1 hard-corded thing/limitation (well known or unknown, no matter) per post or at least make it clearly apart from each other so it will be easy to read and understand for everybody, ok?

    Now to start things off, here is the first 2 entries;


    =====================================
    Number of possible faction-descriptions that do show up in the plain MTW is hard-coded. The game won’t recognize any other faction-descriptions in campaigns except for the following factions (in early):

    Almohads
    Byzantium
    Denmark
    Egypt
    England
    France
    The Holy Roman Empire
    Italy
    Poland
    Spain
    Turkey

    This is hard-coded, sad but true… It is of course possible to replace the descriptions but not to include another faction, like Aragon for instance (short of making it take the place of some of these factions mentioned above). In VI the possibilities are better and not so firmly regulated, thus additional faction descriptions can be showed in that version. The max amount possible of faction-descriptions showed in VI is about 30 (-ish, What a nice way to start! Is the correct number 32?!? ).


    =====================================
    The possible capabilities of agents are hard-coded (as in what they can do). Thus you can not create new abilities for them because this is hard-coded. These capabilities are limited and fixed to the existing agents and what these are able to do. All new custom made agents must be based upon one of these. And depending on which one you choose as template to create your new agent upon - will by hard-code inherit these capabilities. Thus something built upon an assassin can never bribe an army or make an alliance or peace with some other faction for instance. This is hard-coded. The existing capability templates for agents in the game are by hardcode limited to the following:

    Bishop
    Cardinal
    Inquisitor
    Grand Inquisitor
    Emissary
    Princess
    Assassin
    Spy
    Orthodox bishop
    Priest
    Ulama
    Mullah (Alim)

    No differences between VI and MTW. It’s just hard-coded all the same. Technically crusades and jihads are also “agents” and essentially the same kind of rules applies to them but all that deserves a special entry dedicated for those alone….
    =====================================


    Oki, next! Fill in the blanks please….

  2. #2

    Default Re: The MTW-hardcoded list!

    Hmmmm... I wasn't aware of the hardcoded faction descriptions. Are you sure about that one?
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  3. #3

    Default Re: The MTW-hardcoded list!

    He is taking about v1.1 Caravel.
    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

  4. #4

    Default Re: The MTW-hardcoded list!

    Ok... does anyone still mod v1.1...? Or more to the point why would anyone mod v1.1?
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  5. #5

    Default Re: The MTW-hardcoded list!

    I think that Axalon does, since he publishes version of Redux for 1.1 and VI AFAIK and in any case there is also information about VI in the final sentence - have misplaced our glasses today?
    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

  6. #6

    Default Re: The MTW-hardcoded list!

    Gah so he does - much to his credit.

    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  7. #7

    Default The MTW hardcoded list

    That was my thought: the 4 damage Quake fit so well for them. And Id never run the team as their figs, so why not throw them all on a dial for a fig I dont care about?

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