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Autor Wątek: Dodawanie nowych budowli do Miast, Wsi, Zamkow  (Przeczytany 982 razy)

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Dodawanie nowych budowli do Miast, Wsi, Zamkow
« dnia: Kwiecień 18, 2014, 01:06:21 »
Witam,

Proszę was o pomoc, chciałbym dodać nowe budynki a mianowicie przenieść z jednego moda na drugi np. budynki we wsiach, zamkach i miastach z moda Prophery of pendor do moda Europe 1200. Udało mi się tylko znaleźć tyle informacji o budynkach:
(ip_reference_buildings Reference:_BuildingsBlacksmith^__Can_build_in:_All._Base_cost:_5000.^__Steward_skills:_Tactics_2,_Trade_3.^A_blacksmith_increases_income_by_5_and_the_prosperity_by_5%.^^Building_Inspectors^__Can_build_in:_Town._Base_cost:_7000.^__Steward_skills:_Tactics_2,_Spotting_2.^Building_Inspectors_increase_base_income_by_2,_prosperity_by_3%_and_relations_by_1.^^Cathedral^__Can_build_in:_Town._Base_cost:_20000.^__Steward_skills:_Engineer_5,_Leadership_5,_Persuasion_6.^A_Cathedral_increases_income_by_20,_prosperity_by_20%_and_relations_by_10.^^Chapel^__Can_build_in:_Castle,_Town._Base_cost:_1000.^__Steward_skills:_Persuasion_3,_Leadership_3.^A_Chapel_increases_income_by_5.^^Church^__Can_build_in:_All._Base_cost:_7000.^__Steward_skills:_Persuasion_5,_Engineer_3,_Leadership_5.^A_Church_increases_income_by_5,_prosperity_by_10%_and_relations_by_5._It_will_also_attract_pious_nobles_to_your_cause.^^Civic_Patrols^__Can_build_in:_Town._Base_cost:_800.^__Steward_skills:_Spotting_2,_Tracking_2,_Tactics_1.^Civic_Patrols_increase_base_income_by_1%,_prosperity_by_2%_and_relations_by_5.^^Court_System^__Can_build_in:_Town._Base_cost:_8000.^__Steward_skills:_Prisoner_Management_2,_Tactics_4,_Persuasion_5.^A_court_system_increases_income_by_5,_prosperity_by_10%_and_relations_by_5.^^Crop_Rotation^__Can_build_in:_Village._Base_cost:_5000.^__Steward_skills:_Inventory_4,_Tactics_3.^Crop_Rotation_increases_income_by_20_and_prosperity_by_5%.^^Fire_Brigade^__Can_build_in:_All._Base_cost:_3000.^__Steward_skills:_Pathfinding_2,_Spotting_2.^A_Fire_Brigade_increases_prosperity_by_5%_and_relations_by_3.^^Fish_Pond^__Can_build_in:_Village._Base_cost:_6000.^__Steward_skills:_Engineer_1,_Spotting_2.^A_fish_pond_increases_base_income_by_10_and_village_prosperity_by_10%.^^Foresters^__Can_build_in:_Village._Base_cost:_3000.^__Steward_skills:_Tracking_4,_Pathfinding_3.^Foresters_organize_the_gathering_of_resources_and_lumber_that_increase_income_by_5_and_prosperity_by_5%.^^Herbalist^__Can_build_in:_Village._Base_cost:_5000.^__Steward_skills:_First_Aid_3,_Wound_Treatment_3.^An_herbalist_helps_the_health_of_your_community,_increasing_the_prosperity_by_10%_and_relations_by_5.^^Hospital^__Can_build_in:_Town._Base_cost:_10000.^__Steward_skills:_Tactics_3,_Surgery_5,_Persuasion_3.^A_hospital_increases_income_by_5,_prosperity_by_10%_and_relations_by_5.^^Hunting_Lodge^__Can_build_in:_Village._Base_cost:_3000.^__Steward_skills:_Tracking_3,_Pathfinding_3.^A_Hunting_Lodge_sends_out_hunting_parties_that_increase_income_by_5_and_prosperity_by_10%.^^Improved_Roads^__Can_build_in:_All._Base_cost:_10000.^__Steward_skills:_Engineer_3,_Pathfinding_4.^Improved_roads_increase_base_income_by_5,_prosperity_by_20%,_and_relations_by_2.^^Lamplighters^__Can_build_in:_Town._Base_cost:_1000.^__Steward_skills:_Pathfinding_2.^Lamplighters_increase_prosperity_by_2%_and_relations_by_2.^^Manor^__Can_build_in:_Village._Base_cost:_8000.^__Steward_skills:_Engineer_2.^A_manor_lets_you_rest_at_the_village,_increases_prosperity_by_10%_and_increases_base_income_by_10.^^Market^__Can_build_in:_Village,_Castle._Base_cost:_10000.^__Steward_skills:_Persuasion_2,_Trade_5,_Looting_2.^A_market_increases_base_income_by_50_and_prosperity_by_50%.^^Messenger_Post^__Can_build_in:_All._Base_cost:_4000.^__Steward_skills:_Engineer_2,_Pathfinding_2.^A_messenger_post_lets_the_inhabitants_send_you_a_message_whenever_enemies_are_nearby,_even_if_you_are_far_away._It_also_improves_relations_by_5.^^Mine^__Can_build_in:_All._Base_cost:_3000.^__Steward_skills:_Engineer_4,_Tactics_3,_Trade_4.^A_mine_creates_direct_income_based_upon_the_mineral_value_found_during_prospecting_and_increases_prosperity_by_5%.^^Monastery^__Can_build_in:_All._Base_cost:_5000.^__Steward_skills:_Persuasion_4,_Trainer_4.^A_Monastery_increases_income_by_5,_prosperity_by_5%_and_relations_by_5.^^Organized_Guilds^__Can_build_in:_Town._Base_cost:_15000.^__Steward_skills:_Trade_5,_Tactics_5,_Persuasion_5.^Organized_Guilds_increase_base_income_by_50_and_prosperity_by_25%.^^Prison_Tower^__Can_build_in:_Castle,_Town._Base_cost:_7000.^__Steward_skills:_Engineer_2,_Prisoner_Management_2.^A_prison_tower_reduces_the_chance_of_held_captives_successfully_escaping.^^Prospecting_(special)^__Can_build_in:_All._Base_cost:_1000.^__Steward_skills:_Engineer_1,_Spotting_1.^Hires_and_sends_out_a_group_of_prospectors_to_find_minerals_and_stone_around_the_location.^^Renderers^__Can_build_in:_Village._Base_cost:_7000.^__Steward_skills:_Inventory_2.^Renderers_increase_direct_income_by_4_and_prosperity_by_4%.^^Sanitation_Standards^__Can_build_in:_All._Base_cost:_3000.^__Steward_skills:_Tactics_3,_Engineer_2,_Spotting_2.^Sanitation_Standards_increase_base_income_by_2,_prosperity_by_2%_and_relations_by_5.^^School^__Can_build_in:_Village._Base_cost:_9000.^__Steward_skills:_Trainer_2.^A_school_increases_the_loyalty_of_the_villagers_to_you_by_+1_every_week.^^Sheriff^__Can_build_in:_Village._Base_cost:_5000.^__Steward_skills:_Trainer_3,_Tracking_2,_Tactics_3.^This_keeper_of_order_and_the_law_improves_prosperity_by_10%,_relations_by_5,_influences_bandit_spawns_in_the_area_and_sends_out_militia_patrols.^^Shrine^__Can_build_in:_All._Base_cost:_3000.^__Steward_skills:_Persuasion_3,_Wound_Treatment_3.^A_shrine_increases_the_prosperity_of_the_location_by_5%_and_relations_by_5._It_will_also_attract_pious_nobles_to_your_cause.^^Skilled_Craftsmen^__Can_build_in:_All._Base_cost:_6000.^__Steward_skills:_Persuasion_2,_Tactics_3,_Trade_4.^Skilled_Craftsmen_increases_village_prosperity_by_20%_and_increases_base_income_by_100._They_also_allow_for_independent_weekly_building_repairs.^^Street_Sweepers^__Can_build_in:_Town._Base_cost:_2000.^__Steward_skills:_Tracking_2.^Street_sweepers_increase_prosperity_by_3%_and_relations_by_3.^^Tax_collector_office^__Can_build_in:_All._Base_cost:_2000.^__Steward_skills:_Looting_3.^A_Tax_collector_office_increases_base_income_at_a_location_by_10,_lowers_prosperity_by_10%_and_lowers_relations_by_2.^^Thieves_Guild^__Can_build_in:_Town._Base_cost:_10000.^__Steward_skills:_Looting_5,_Tactics_5,_Persuasion_2.^The_Thieves_Guild_brings_the_Red_Brotherhood_into_your_town,_increasing_direct_income_by_20_and_prosperity_by_15%._It_also_reduces_town_relations_by_10.^^Town_Crier^__Can_build_in:_Town._Base_cost:_500.^__Steward_skills:_Spotting_2.^The_Town_Crier_increases_base_income_by_1,_prosperity_by_2%_and_relations_by_1.^^Training_Grounds^__Can_build_in:_Castle,_Town._Base_cost:_8000.^__Steward_skills:_Trainer_4,_Weapon_Mastery_5.^Training_grounds_increase_the_direct_income_of_a_location_by_3,_allows_additional_training_of_garrison_troops_and_hiring_noble_recruits.^^University^__Can_build_in:_Town._Base_cost:_10000.^__Steward_skills:_Engineer_4,_Trainer_5,_Persuasion_4.^A_University_increases_income_by_10,_prosperity_by_10%_and_relations_by_5.^^Warehouse^__Can_build_in:_Town._Base_cost:_3000.^__Steward_skills:_Inventory_4,_Trade_2.^A_warehouse_increases_income_by_5_and_prosperity_by_5%.^^Watch_Tower^__Can_build_in:_Village._Base_cost:_5000.^__Steward_skills:_Engineer_1,_Spotting_2.^A_watch_tower_lets_the_villagers_raise_the_alarm_earlier._The_time_it_takes_for_enemies_to_loot_the_village_increases_by_25%._It_also_improves_relations_by_5.^^Well_Cleaners^__Can_build_in:_Town._Base_cost:_2500.^__Steward_skills:_Spotting_2.^Well_Cleaners_increase_income_by_2,_prosperity_by_2%_and_relations_by_2.^^Winery^__Can_build_in:_Village,_Castle._Base_cost:_8000.^__Steward_skills:_Persuasion_3,_First_Aid_2,_Tactics_4.^A_Winery_increases_base_income_by_50,_prosperity_by_10%_and_relations_by_3.^^)


Pomóżcie jestem w tym zielony, i dopiero zaczynam się z tym bawić.
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