MP tech in SP for 4.2.7?
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MP tech in SP for 4.2.7?
I googled around extensively and nothing seems to apply to the latest version 4.2.7. I put mp.wz into mods/campaign, and edited the shortcut to point to this mod, and the shortcut doesn't even launch the game. If I don't use the shortcut, then the mod doesn't activate. How exactly do you get MP/skirmish tech (like fortresses and super heavy bodies) in SP, in the latest version 4.2.7?
Re: MP tech in SP for 4.2.7?
Editing the necessary files in base/stats
body.json for mp bodies
weapons.json for mp weapons
structure.json for mp structures
research.json to make it available and define when you can research them
Editing the files in data/base/messages/ to make the necessary Intelligence Messages. Which file is to edit depends on in which campaign you want to introduce the new bodies/structures/weapons
data/base/script/campaign/templates.js if you want to give your enemies the new techs too for production
And if you want to keep it still well balanced, a lot of time for testing. Finishing the balance changes from 3.4.x to 4.1.x lasted 3 years. Good luck.
body.json for mp bodies
weapons.json for mp weapons
structure.json for mp structures
research.json to make it available and define when you can research them
Editing the files in data/base/messages/ to make the necessary Intelligence Messages. Which file is to edit depends on in which campaign you want to introduce the new bodies/structures/weapons
data/base/script/campaign/templates.js if you want to give your enemies the new techs too for production
And if you want to keep it still well balanced, a lot of time for testing. Finishing the balance changes from 3.4.x to 4.1.x lasted 3 years. Good luck.