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Thread: Creating Iron Mines and Removing Land Bridges.

  1. #1
    Member Member Condottiere's Avatar
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    Default Creating Iron Mines and Removing Land Bridges.

    Does anyone know as to whether Activision used some sort of historical reference when allocating iron resources to provinces?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.

  2. #2
    Senior Member Senior Member gaelic cowboy's Avatar
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    Default Re: Creating Iron Mines and Removing Land Bridges.

    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.
    Last edited by gaelic cowboy; 08-12-2004 at 01:34.
    They slew him with poison afaid to meet him with the steel
    a gallant son of eireann was Owen Roe o'Neill.

    Internet is a bad place for info Gaelic Cowboy

  3. #3
    Senior Member Senior Member gaelic cowboy's Avatar
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    Default Re: Creating Iron Mines and Removing Land Bridges.

    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
    They slew him with poison afaid to meet him with the steel
    a gallant son of eireann was Owen Roe o'Neill.

    Internet is a bad place for info Gaelic Cowboy

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    Member Member Condottiere's Avatar
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    Default Re: Creating Iron Mines and Removing Land Bridges.

    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?

  5. #5
    Senior Member Senior Member gaelic cowboy's Avatar
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    Default Re: Creating Iron Mines and Removing Land Bridges.

    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.
    They slew him with poison afaid to meet him with the steel
    a gallant son of eireann was Owen Roe o'Neill.

    Internet is a bad place for info Gaelic Cowboy

  6. #6
    Senior Member Senior Member gaelic cowboy's Avatar
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    Default Re: Creating Iron Mines and Removing Land Bridges.

    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.
    They slew him with poison afaid to meet him with the steel
    a gallant son of eireann was Owen Roe o'Neill.

    Internet is a bad place for info Gaelic Cowboy

  7. #7
    Member Member Condottiere's Avatar
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    Default Re: Creating Iron Mines and Removing Land Bridges.

    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?

  8. #8
    Senior Member Senior Member gaelic cowboy's Avatar
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    Default Re: Creating Iron Mines and Removing Land Bridges.

    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
    They slew him with poison afaid to meet him with the steel
    a gallant son of eireann was Owen Roe o'Neill.

    Internet is a bad place for info Gaelic Cowboy

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