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  1. #1

    Default made to move to alcemist -_-

    he i wanted to ask some ting about modding in MTW VI but i understand i need to post it hire and wait until its moved

    well hire it go's



    i what to change the starting buildings , i know it can be dun in a file but i keep messing it up ( rely dyslectic hire i geez i keep making typo's)

    but is there a simple program fore it?

  2. #2
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: made to move to alcemist -_-

    Exactly what do you want to change about the starting buildings? Which one are are already in place at the start of a campaign or what their effects are? If you want to crusade with late units, like you said in the "Registered, but Can't Post?"-thread, you have to change the unit era-requirements and either change their building requirements to low-level buildings or make the advanced buildings available at start-up. You could also turn late units into crusade-units, but given their high cost I doubt you would get many of them. To change unit and building requirements, you can use Gnome-editor. To change buildings available at the start you need to edit the startpos files, but as far as I am aware there is no editor available for that.

    Sorry for not immediatly moving your thread, but you will get a more comprehensive answer if your intention is clear.
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  3. #3

    Default Re: made to move to alcemist -_-

    no problem

    i want to change the buildings in place, i know you can edit the word file's , but i after i edited it i can't open the scenario ( gees i made a typo or well 8, kept spell , heavily dyslectic and so on i do't see if i make a mistake to , really whit name's

  4. #4
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: made to move to alcemist -_-

    Well, I can't give an further help, so I think this should be moved to the Alchemist's.
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  5. #5
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: made to move to alcemist -_-

    Okay, I cannot move this thread myself, so I posted a message in the Alchemist's lab with a link to this thread. You can find it here. Sorry for not doing this in the first place.
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  6. #6
    Tree Killer Senior Member Beirut's Avatar
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    Default Re: made to move to alcemist -_-

    I found an easy cheat (if you want to call it that) is to up the numbers beside the building types in the campmap-starpos -late era (for example) text file. If it says Castle 10, change the 10 to an 11. That sort of thing. I usually change the Town Watch to 4 because I want pikemen in Wessex right from the start. Just make sure the numbers you input actually exist in the game.

    Another thing I do, is change the amount of time it takes to build something. If it takes 2, 4, 6, 8 years to run through a progression of building types, I change it to 1, 2, 3, 5. Something like that. But I'll up the cost to help balance it out and not make it too easy. So I get a unit twice as fast, but it costs twice as much.

    I did add buildings by simply writing in another line of text in the building list and adding the building I wanted. This might not be the way the expert mods do it, but so far it works for me. No program required and it takes about ten seconds.
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