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MP tech in SP for 4.2.7?

Posted: 01 Sep 2022, 02:58
by heartcloud
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?

Posted: 02 Sep 2022, 15:10
by alfred007
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.