-
Example fort revision.
This isn't really entirely related to the mod, its just the result of some experimentation we were doing regarding what could be changed in battlemap settlements prior to the ability to add or remove objects.
Download is here: http://www.twcenter.net/forums/downl...o=file&id=2670
http://img682.imageshack.us/img682/3057/pkhcliff.th.jpg
http://img20.imageshack.us/img20/559...attleed.th.jpg
It's a version of the Britannia campaigns 'stone_fort_c' but with an object that used to be a small bench converted into a very large object which extends to 'walls' and 'towers' around an extended rear area of the fort... as its only one object they don't actually work properly as breakable walls or arrow firing towers, the excuse used for this is that they are positioned high on a cliff that the enemy couldn't reach anyway... The zone you have to hold to capture the settlement is moved back into this rear area meaning you either have to capture the walls and descend from them to capture the plaza or fight your way through the narrow archway between the sections which is likely to be well defended.
The large object that covers all the new rear walls etc has a new collision volume which means it shows up as a 'building' that was achieved by using the textrep facility of the WCEditor v1.2 as described here
This isn't included as an independent mod, but if you install the zipped contents so it ends up in:
data/settlements/pkh/pkh_cliffc/pkh_cliff_c.world etc...
into whatever data folder you're using then the fort can be added like other permanent forts by using a
Quote:
region Reading_Province
farming_level 0
famine_threat 0
fort 220 53 pkh_cliff_c culture northern_european
type entry in descr_strat.txt .... using pkh_cliff_c instead of the normal stone_fort_c type names...
Note that the strat file seems quite fussy about which locations it will accept forts at, so please check that it will accept a normal fort at the same location before complaining that this doesn't work!
*****************************************************************************
New fort added - download here
Reduced and squared off version of Stone_Fort_D - Various structures removed or simplified using wilddog's ITWE 1.2 beta editor and reflection plane object (Moat) added...
http://img97.imageshack.us/img97/570...rebasefort.jpg http://img97.imageshack.us/img97/squ...jpg/1/w662.png
To load copy settlements folder over settlements to add the files on right path - the .worldpkgdesc sets it up to load as a default fort using the name 'pkh_base_sq' in descr_strat.txt --- though it could also be swapped into use as a castle if you create an appropriate .worldpkgdesc
*****************************************************************************
Please credit 'Princes, Kings and Heroes' if you re-release either fort in any other mod.
-
Re: Example fort revision.
this is realy great :thumbsup2
and very nice model, of course. if any resources will be added to this it could be closer to castles...
-
Re: Example fort revision.
Quote:
this is realy great
and very nice model, of course. if any resources will be added to this it could be closer to castles...
Not really sure what you mean with comment about resources - they aren't relevant. You should be able to use this as a castle without any problem. The problem with the original CA's castles is they are more akin to towns with castles rather than castles.
-
Re: Example fort revision.
hm, so this is models for castles? than I bad understand, I think this is new model for forts... therefore I wrote about resources. my mistake, sorry :)
-
Re: Example fort revision.
This is some cool stuff. Excellent job.
I like the smaller and more realistic castle size, (originals were WAY too big), but I'm concerned about units on walls. I set my unit scale to huge, and I can't fit units on many of the walls. However, I saw a post about putting units on towers and building, is that going to help (if it is implemented)? I'm also concerned about pathfinding. The pathfinding doesn't allow deployment/movement very close to buildings (you get the red X), so I was concerned about space. Very irritating...
Is this project going to help with deployment and such, in addition to custom settlements?
-
Re: Example fort revision.
Quote:
Originally Posted by Keyser Soze
hm, so this is models for castles? than I bad understand, I think this is new model for forts... therefore I wrote about resources. my mistake, sorry
I had a feeling that's where you were coming from. Its Ok Forts and settlements are interchangeable anyway its simply terminology in the game.
Quote:
I like the smaller and more realistic castle size, (originals were WAY too big), but I'm concerned about units on walls. I set my unit scale to huge, and I can't fit units on many of the walls. However, I saw a post about putting units on towers and building, is that going to help (if it is implemented)? I'm also concerned about pathfinding. The pathfinding doesn't allow deployment/movement very close to buildings (you get the red X), so I was concerned about space. Very irritating...
The issue on size is still an issue with large units given that many castles garrisons was around 30 people total. Consequently small castles will need to be bigger in certain areas to hold the plaza and accommodate the larger units. This bit takes a lot of time to work out but yes we hope to address some of the issues. I don't intend to clutter the castles with a lot of internal buildings.
-
Re: Example fort revision.
Quote:
Originally Posted by
wilddog
I had a feeling that's where you were coming from. Its Ok Forts and settlements are interchangeable anyway its simply terminology in the game.
In technical terms anything with a plaza and deployment outline (which includes all the existing forts and simple variations of them) will work as a 'settlement', on either the castle or settlement EDB branches, there's some problems which limit the adaptability of that, because equivalent 'settlement' and 'castle' levels seem to have to use the same wall heights as there isn't a more refined way of setting those that adapting desc_walls.txt :(
-
Re: Example fort revision.
Excellent work, thanks for releasing it!
-
Re: Example fort revision.
Quote:
Originally Posted by The Bruce
Excellent work, thanks for releasing it!
Thanks for the comment. It was put together by Makanyane as we were testing different things out.
-
Re: Example fort revision.
I have been following the World Modified thread with great anticipation (but little understanding). Nice to see something concrete come out of what seems to be a series of very complex challenges. This model would serve as a passable Edinburgh castle methinks!
-
Re: Example fort revision.
Small steps open huge horizons !
Congratulations!:thumbsup2
-
Re: Example fort revision.
Keep up the great work:thumbsup2
-
Re: Example fort revision.
-
Re: Example fort revision.
OK if we add this to Stainless Steel Real Combat/ Real Recruitment latest compilation?
(with credit of course!)
will do nicely for "Dover" castle on our map (and one or two others!!)
Just tested and it looks awesome on the battlefield.
Excellent work makanyane
-
Re: Example fort revision.
Quote:
Originally Posted by Rozanov
OK if we add this to Stainless Steel Real Combat/ Real Recruitment latest compilation?
(with credit of course!)
Yes no problem with that.
-
Re: Example fort revision.
-
Re: Example fort revision.
just a bit of messing around as there is a long way still to go on this - stone fort C after heavy rain:tongue: Just showing addition of the reflective plane structure from stone fort B.
http://img37.imageshack.us/img37/5087/hvyrain.jpg
-
Re: Example fort revision.
So trying to add mottes ?
Check up what is the diference of a river passing point that makes it posible to walk in and compare it with the rest of the river.
Add river arount your castle but make it whole posible to pass via it...
That could allow ladders to reach the walls but those who will carry them will be slow down...
I think...:tongue:
-
Re: Example fort revision.
Quote:
Originally Posted by AnthoniusII
So trying to add mottes ?
Check up what is the diference of a river passing point that makes it posible to walk in and compare it with the rest of the river.
Add river arount your castle but make it whole posible to pass via it...
That could allow ladders to reach the walls but those who will carry them will be slow down...
I think...
or maybe just lower the height of the reflection plane?:whistling
It was only a quick test showing the addition of a complete structure to the first complex with a new texture that that model didn't use either.
-
Re: Example fort revision.
-
Re: Example fort revision.
Have revised OP to add new square fort:
http://img97.imageshack.us/img97/570...asefort.th.jpg
http://www.twcenter.net/forums/downl...o=file&id=2709
It's a simpler fort and is intended primarily as a base for further modding (is free to use for other mods but please credit Princes, Kings and Heroes)
Modding significance of this is it used wilddog's revised editor which allows addition and removal of objects (including game objects like the moat) - tool has been released at beta level and is not really suitable for use unless you've been following (and understanding) the 'world modified' thread.
The square fort is the last one we intend to release separately to the mod, from here on we intend to get down to making some more detailed models specifically for PKH.
-
Re: Example fort revision.
Brilliant new fort - should be very useful for people playing on larger unit size games as many existing (Kingdoms) forts are a pain in that regard.
many thanks for allowing its use elsewhere.
quite understand your desire to get on with the Mod - its one I'm looking forward to!
-
Re: Example fort revision.
The new forts look great. Now if there was just a way to add a central keep... :hmm:
-
Re: Example fort revision.
Quote:
Originally Posted by
makanyane
Have revised OP to add new square fort:
http://img97.imageshack.us/img97/570...asefort.th.jpg
http://www.twcenter.net/forums/downl...o=file&id=2709
It's a simpler fort and is intended primarily as a base for further modding (is free to use for other mods but please credit Princes, Kings and Heroes)
Modding significance of this is it used wilddog's revised
editor which allows addition and removal of objects (including game objects like the moat) - tool has been released at beta level and is not really suitable for use unless you've been following (and understanding) the 'world modified' thread.
The square fort is the last one we intend to release separately to the mod, from here on we intend to get down to making some more detailed models specifically for PKH.
OMG!!!!!! You are in my mind!!! Could you make a version of it with square towers????
Such a version of fort would fit perfectly in every mod that has Romans after 1st c ad and afcourse Byzantines!!!
It was a typical frontier fort!!! 4 simple houses around the central square would be the barracks!
Such forts were ussed also by many other kigdoms the followed the roman herotage like Lombards,Bulgarians,Arabs and many others.
The 3rd-13th century balkans were full of such forts known by the byzantines as "Kleisurae" because they were build in mountain passages.
Daras was such a fort...!!!
Could you make such a varsion??? Pleaseeeeee.....:worship:
-
Re: Example fort revision.
I'm glad you're enthusiastic AnthoniusII,
but, erm, no I'm not volunteering to do it ......
that was the bit we mentioned about wanting to get on with own mod now.....
if you find a volunteer milkshape modeller from a Roman mod I'll be happy to help explain how, if you're leaving towers etc in the same locations its not difficult.
-
Re: Example fort revision.
quick Q about file names:
both the base square fort and the cliff castle have unusual worldpkgdesc filenames
they work OK but I'm wondering if they are significant.
-
Re: Example fort revision.
The file name of .worldpkgdesc is irrelevant you can call that
fred.worldpkgdesc and put it anywhere you want inside /settlements folder.
Contents of it are relevant .worldpkgdesc contents specify file name and path for
.world and .worldcollision file, which must share the same name......
Then .world file specifies file name and path to other files, and .worldterrain specifies path to overlays. Apart from .world and .worldcollision they don't actually have to be called same thing / placed in same folder (assuming you change files to specify different name / path) , its just easier that way.
-
Re: Example fort revision.
-
Re: Example fort revision.
Man I am so out of the loop; this looks really nice; must try in saved fort battle I have in SS, will let you know what I think ;-)
-
Re: Example fort revision.
Quote:
Originally Posted by
wolfslayer
Man I am so out of the loop; this looks really nice; must try in saved fort battle I have in SS, will let you know what I think ;-)
And do the changes i asked above...:whistling:tongue:
Pleaseeeeeee.......:thumbsup2
-
Re: Example fort revision.
Both forts are very nice, a great step for world modification and both look and play great.
To make either as the default fort for any faction or culture you only need a separate .worldpkgdesc file
in the same folder as each fort.
All that needs to be different is the actual worldpkgdesc filename ,the culture/faction, and the function ("default_fort" and variant "wooden_fort")
Here is an example, since my saved turn was a fort battle as cumans against the mongols, I have to sally out to keep from losing the fort after 3 turns under siege. I prefer an assault to check out the fort but quick way to see it in game.
-
Re: Example fort revision.
@wolfslayer
Thanks for the feedback, if you get anything else from test results please let us know :thumbsup2
btw, .worldpkgdesc's don't need to be in same folder as .world
I mention that not because its an advantage, but more normally a problem.... if you make back-ups of your castle / settlement / fort folders and end up with multiple copies of .worldpkgdesc's in 'copy of... ' folders inside the settlements folder they all still get read, and result in complete mess in terms of what appears in battle!
that's also part of reason why I don't seem to be able to completely control custom battle variants... game seems determined to read data level .worldpkgdesc's in addition to modfolder ones even if they have same names and paths :(
If you do faction specific forts do you know how game determines which faction its loading? For built on map ones presumably it's according to leader who built it? But if you have fixed ones in strat, will that relate to the faction initially in charge of the region, or change if control changes?
If you wonder why I'm asking and don't know that already... We're developing these to be used (with additions / alterations ) in place of smaller settlements to suit the less populated areas of mod, so I've been testing mainly against settlement sieges rather than forts.
-
Re: Example fort revision.
Quote:
Originally Posted by
makanyane
@wolfslayer
Thanks for the feedback, if you get anything else from test results please let us know :thumbsup2
btw, .worldpkgdesc's don't need to be in same folder as .world
I mention that not because its an advantage, but more normally a problem.... if you make back-ups of your castle / settlement / fort folders and end up with multiple copies of .worldpkgdesc's in 'copy of... ' folders inside the settlements folder they all still get read, and result in complete mess in terms of what appears in battle!
Every pkg file in settlements is read and kept in memory, it's best to keep your data folder as clean as possible.
I always 7z files I want to back up and usually but not always move them outside my data folder ) or else they are cached when you start game).
Or I rename the pkg (fort_z.worldpkgdesc.1) if I want to disable the settlement without moving..
As long as you have a packagedb.txt in the root of your mod/data your mod/settlements pkgs always have priority before vanilla/settlements and they should only be read from /settlements:
packagedb.txt
; List of directories to search for packages
.\settlements
that's also part of reason why I don't seem to be able to completely control custom battle variants... game seems determined to read data level .worldpkgdesc's in addition to modfolder ones even if they have same names and paths :(
packagedb.txt!
Once again mod folder as clean as possible ;-)
You can put worldpkgdesc file anywhere in /settlements, as long as they contain the right path to the model they reference.
If I create 2 buildable forts for 1 faction the one that comes first alphabetically will always load.
(fort_a always loads, fort_b, never)
If you do faction specific forts do you know how game determines which faction its loading? For built on map ones presumably it's according to leader who built it? But if you have fixed ones in strat, will that relate to the faction initially in charge of the region, or change if control changes?
Preplaced forts dont need a faction (faction any), they are owned by the region faction_creator in desc_strat.
I recommend starting a new campaign in windowed mode with debugview running, sometimes a spot that looks valid is an "invalid tile" and the new fort won't show up or the new campaign will crash, any errors in compiling the new campaign usually show up as long as you have *trace and *script etc. added to your ss.cfg.
There is also tag in desc_campaign_db.xml that needs exploring.
<display>
<character_selection_radius float="0.3"/>
<character_selection_height float="1.3"/>
<character_selection_height_crouching float="1.0"/>
<diplomacy_scroll_height uint="768"/>
<recruitment_sort_simple bool="false"/>
<faction_standing_min float="-1.0"/>
<faction_standing_max float="1.0"/>
<use_orig_rebel_faction_models bool="true"/>
<keep_original_heretic_portraits bool="true"/>
<alt_sett_order_colours bool="true"/>
<standard_soldier_limit uint="1000"/> <!-- Used to specify range for amry standards (banners) -->
<standard_soldier_level_scale uint="50"/> <!-- Used to scale army size display compared to standard range specified above -->
<show_slave_religion bool="true"/>
<use_faction_creator_sett_models bool="true"/>
<enable_radar_zoom bool="true"/>
<hud_tab_text_vert_offset float="0"/>
<show_building_browser_castles bool="true"/>
<separate_games_races bool="true"/>
<clear_battle_models_on_new_faction bool="false"/> <!-- Are unique battle models cleared when a character changes factions -->
</display>
Whether it functions for strat or battle or both models needs testing, I know when a general builds a fort
in my game, it stays that fort regardless who captures/recaptures it.
Perm forts and buildable forts MUST have a separate worldpkgdesc with a different name for the settlement for the same model. Plus a .worldcollision model that matches the settlement name in worldpkgdesc (the name before the path to the .world model)..
If you wonder why I'm asking and don't know that already... We're developing these to be used (with additions / alterations ) in place of smaller settlements to suit the less populated areas of mod, so I've been testing mainly against settlement sieges rather than forts.
You can use any fort as any settlement level for any faction. I could replace huge_city Constantinople with your square fort right now in a few minutes just by altering the worldpkgdesc file. Nothing changes in the city as far as its development is concerned, only the battle model (and if damaged, it would have to be repaired or show up damaged next battle)
I'll try and elaborate more on these topic to make them more understandable and make a few corrections when I get time.. WS
-
Re: Example fort revision.
Quote:
You can use any fort as any settlement level for any faction. I could replace huge_city Constantinople with your square fort right now in a few minutes just by altering the worldpkgdesc file. Nothing changes in the city as far as its development is concerned, only the battle model (and if damaged, it would have to be repaired or show up damaged next battle)
yes am doing that / testing that way, which is why I understand procedure for settlements but not so much for forts....
Quote:
As long as you have a packagedb.txt in the root of your mod/data your mod/settlements pkgs always have priority before vanilla/settlements and they should only be read from /settlements:
yeah -ish... everything works for me from any battle generated from campaign, I'm quite happy getting to specific .worlds from any campaign battle, that I can make unique by faction creator / EDB tweaking.... But single player, select settlement level - custom battles, seem to want to look up the main/data level settlements pkgs especially for north_european, even if I make mod level pkgs for each possible faction and include mod level version of the original NE one referring to new pkg...
applied head to brick wall for a long while over that some time back and didn't get anywhere.... custom battles aren't a big issue but if you want to change wall heights for lower settlements as we do (to use fort variants instead of wooden walled things).... then any vanilla ones turning up in custom battle look very daft.
I do have packagedb.txt in mod/folder and have tried amending that to look to folders other than settlement, and even tried deleting the data level one (which sends it to look in packs), but haven't so far found way to make it ignore the data level pkgs... even with same named / pathed one in mod folder present....
can make it read the .world from mod folder even if its the data level pkg setting the path.... but not vice versa
-
Re: Example fort revision.
I've seen same problem with custom battle, possibly there is a solution.
From now on we'll always use "pkg" to refer to the .worldpkgdesc file, it's easier to type, and this file assembles the settlement "package" for the battlemap. :)
I've always tested settlements/forts in a hotseat campaign, where if I have to I can switch to and control any faction to "force" settlement battles, and see the results ingame. Who wins and loses the campaign isnt important; I can always add money to build or force a peace, it's a campaign only for testiing battle models.
I'm going to try a slight alteration with the pkg file I attached above, and test the results in battlemap/debugview, the goal being for it to show up named uniquely in battle editor, and not conflict with your placed fort model.
Edit: Which I did, it shows up in editor as pkh_base_cu (cumans). walls_castle_large_stone.texture (plus normal and winter texs) is fresh from stock teutonic copied to ss6/data/blockset/textures/faction_variations/cumans
-
Re: Example fort revision.
wolfslayer
re the descr_campaign_db.xml entries above.
from whence do they come?
I've been through all the 1.5 kingdoms versions to create a composite version but no sign of:
<use_faction_creator_sett_models bool="true"/>
<enable_radar_zoom bool="true"/>
are they created from some place else?
-
Re: Example fort revision.
Quote:
Originally Posted by
Rozanov
wolfslayer
re the descr_campaign_db.xml entries above.
from whence do they come?
I've been through all the 1.5 kingdoms versions to create a composite version but no sign of:
<use_faction_creator_sett_models bool="true"/>
<enable_radar_zoom bool="true"/>
are they created from some place else?
Hmm I thought these were in 1.5 kingdoms vanilla xml. Definitely in the 1.5 kingdoms.exe.
So it's a legit variable.
So is <merge_fort_priority_offset (float="?">) that probably goes at the top of campaign_ai_db.xml. But how and where that works needs testing.
-
Re: Example fort revision.
Its very Amazing that some excellent modders are making experiments on battlemap models!
:thumbsup2
My team has the dream to make new wall-models for the huge cities, so we are studying this hard stuff.
First I want to place the files of the huge city in my modfolder, for starting to make changes.
Now I have the problem that I cannot make the game using this new files,
although I've read the whole thread.
I had changed the path to the new ''.world''-file in the ''.worldpkgdesc'' file with a hex-editor,
But it doesnt work. In game, there is always the original city.:no:
Is there anything else to do for changing the files of the settlements?
Or can anyone be so kind please to explain in a few steps what I've to do exactly?
Quote:
You can use any fort as any settlement level for any faction. I could replace huge_city Constantinople with your square fort right now in a few minutes just by altering the worldpkgdesc file. Nothing changes in the city as far as its development is concerned, only the battle model (and if damaged, it would have to be repaired or show up damaged next battle)
When I read this, I wonder what is going wrong :(
-
Re: Example fort revision.
If you want to change say all the north european huge cities to use your new huge city .world you don't need to change anything with the .worldpkgdesc - you can instead just place your new files with same name and paths as the original ones but in the mod folder like (this is actually most reliable way to get changes to turn up in custom battles):
mods\mod_folder\data\settlements\north_european\settlements\huge_city\north_european_huge_city_a.world and
mods\mod_folder\data\settlements\north_european\settlements\huge_city\north_european_huge_city_a.worldcollision
you could for instance use my pkh_base_sq.world and pkh_base_sq.worldcollision and re-name them to 'north_european_huge_city_a....' and put them on that path in mod folder and they should turn up reliably instead of the huge city. (remember though that the .world file contain the path and file names to all the rest of the files, except .worldcollision, so it'd still be looking for 'settlements/pkh/pkh_base_sq/pkh_base_sq.animinstances' etc... unless you hex edit that to move them.....
if you want to use your new huge city only for a certain faction, then you would need to make a new .worldpkgdesc specifically for them - instead of having 'faction any'. To get that to read you need a copy of the
'packagedb.txt' file in your mod-folder, standard one of those says:
Quote:
; List of directories to search for packages
.\settlements
which means it searches all the folders inside \settlements folder of your mod-folder at start up for pkgs
note that faction specific settlements work according to the faction that built that level of the settlement (faction creator in descr_strat if its at start up) and not according to who occupies it..... faction specific settlements / things re-routed by pkgs don't seem to turn up reliably in custom battles, it still tends to default to original ones :( - so do try testing from campaign generated battles.
-
Re: Example fort revision.
Thanks!
I also tried to simply replace the files first before I found this tread, like everyone would do it.
But something went wrong, surely because I didnt know what to do. :laughter:
I just start to work with the settlements.
But now it works. I tried your example with your square forts, I think so I can transfer it to the normal models.:thumbsup2
BTW: I have an Problem using the IWTE tool, when I've made some changes in ms3d files.
When I want to include the edited models back into the world file, it says:
Quote:
struct.error: unpack requires a string argument of lenght 4
What does that mean?
Maybe I can start modeling when this problem gets solved.
Other question in this direction: I see, When I pack/unpack a structure model, the worldcollision file and animinstances are also affected. Does that mean my changes are applied to them automatically, so I do not have to edit them? I couldnt believe this :)
-
Re: Example fort revision.
Quote:
Originally Posted by
twmodder
BTW: I have an Problem using the IWTE tool, when I've made some changes in ms3d files.
When I want to include the edited models back into the world file, it says:
What does that mean?
That's not enough information to work from;
possibility one - you did some other operations with the tool first and have found a sequence of operations which makes it fall over (it is a beta)
possibility two - there's something about your new .ms3d that it doesn't like - maybe having two groups with same name, having more than two textures (due to merging files), having comments in the group sections etc...
please try testing as follows : launch the IWTE tool again - and without doing anything else first, load a binary .world, select a structure and write the .ms3d to file, then try putting that newly created .ms3d back in via replace ms3d file..... that should work - it does in all our testing, if you have problem with that, then, there is some problem with compatibility versus either your computer or the specific .world you're working from.
If you can't get it working please explain which .world you're using as base, which structure you're working on and please provide a screenshot of the .dos window error message - the bits we'd need include the lines above the part you quoted... where it lists file line numbers etc..
Quote:
Originally Posted by
twmodder
Maybe I can start modeling when this problem gets solved.
Other question in this direction: I see, When I pack/unpack a structure model, the worldcollision file and animinstances are also affected. Does that mean my changes are applied to them automatically, so I do not have to edit them? I couldnt believe this :)
Both the .worldcollision and .animinstances files have to have the same number of objects as the .world file. The editor amends them to the extent that if you add objects in middle of .world file listing, by increasing number of groups in a structure, then it adds default blank bits for those new objects in .worldcollision and .animinstances, this is the minimum necessary to prevent game crashing and to preserve the characteristics of all the other existing objects..... It doesn't automatically put new collisions in for the new objects (you can do that later with 'add object collision'), and we can't yet add animations at all for new objects. Do remember you need to keep the three files 'together' as a matched sets with the same number of objects.
There's a thread for queries about the editor here: http://www.twcenter.net/forums/showthread.php?t=323503
please read the bit in my post about naming conventions for new / existing objects, if you're having trouble with your .ms3d files.
-
Re: Example fort revision.
Quote:
Originally Posted by
makanyane
faction specific settlements / things re-routed by pkgs don't seem to turn up reliably in custom battles, it still tends to default to original ones :( - so do try testing from campaign generated battles.
I think I have a fix for the faction fort issue with custom battles, doing some tests now to see ;-)
-
Re: Example fort revision.
Quote:
possibility two - there's something about your new .ms3d that it doesn't like - maybe having two groups with same name, having more than two textures (due to merging files), having comments in the group sections etc...
I think so, but I didnt make a great work yet. I only moved some verticles for testing, to see if it works.
Quote:
please try testing as follows : launch the IWTE tool again - and without doing anything else first, load a binary .world, select a structure and write the .ms3d to file, then try putting that newly created .ms3d back in via replace ms3d file..... that should work - it does in all our testing, if you have problem with that, then, there is some problem with compatibility versus either your computer or the specific .world you're working from.
When I'm trying it with your forts, it works. But there is really a problem with the huge cities. I cannot
replace any ms3d file or save the world file:hmm:There is no way.
I'll test the same with smaller levels, although huge cities would be the best.
---------------
Edit: Large City works, I tried it. And I saw the edited structure in game.
I will use the large City now for my new settlement.
-------------
Edit 2: Tried it a new time and Huge City works too. I think I just have to do it properly.
So my problem is solved.
Although A screen of the error while replacing ms3d:
http://img710.imageshack.us/img710/7079/errormw.jpg
Thanks for your good Instructions!
Next time I will post my problems with the tool in the thread that you mentioned.
-
Re: Example fort revision.
thanks for the feedback - glad you've got it working :thumbsup2
The problem with huge city might have been bug in tool after all - huge city and a few of the other files, have peculiarity in some complexes where one object (which uses two groups) has one group in each of two structures.... :(
Wilddog did do something to work round that previously, but there might be a case we missed - will try and double check that and error message. :hmm:
-
Re: Example fort revision.
Quote:
Originally Posted by
wolfslayer
I think I have a fix for the faction fort issue with custom battles, doing some tests now to see ;-)
I rarely use custom battle for forts, mainly because I can't see the effect of experienced generals in settlement battles, but the faction forts sure do work for me.
You might have some pkg file conficts.
When I have that issue I use a utility like Examine32 to search for a faction name like "cumans" with the wildcard *.worldpkgdesc for the file extension, and then search my entire vanilla and mod settlement folders for dupes, and if I find any, disabling the ones I don't want to load.
-
Re: Example fort revision.
had a campaign battle using the pkh_base_sq fort.
problem may be BAI related but the two defending units crowded around the base of the left-hand gate tower (seen from outside)
one was an archer unit which one would normally expect to deploy on the walls.
also the right-hand side wall (seen from outside facing front) appears to only have one place you can put ladders.
Is that correct?
(don't suppose the plaza could be sited more towards the rear of the courtyard?)
(I can replay the battle a few times to check if you like.)
-
Re: Example fort revision.
You can move the plaza to any desired position quite easily - convert the .world file from binary > text with the IWTE editor search the _world.txt file it produces to find 'plaza'
you'll find something like:
Code:
5 Plaza
4 # characteristics count...
10 GameObject 1 1
14 GameObjectName 5 Plaza
14 GameObjectType 5 box2d
8 HoldTime 1 5
+0.0000944 -27.9999084 2 +1.0000000 +0.0000000 +0.0000000 +1.0000000 2 +20.0000000 +20.0000000
+0.0000944 -27.9999084
are the x and z co-ordinates increasing the z co-ordinate say to +10.0000 would push it further back
the
+20.0000000 +20.0000000
at the end are the dimensions of the plaza you can tweak those too.
It'd only be trial and error to get what you want.... save .txt file and convert it back to binary with the tool.
Ladder positions (docking points) are only those that were originally in stone_fort_D which it's based on. I've been able to add a docking point on experimental version of something else, but wasn't really intending to do it for this, its already got more breach / docking points than some of the other forts.
I've not seen that problem with deployment in my tests with it, do please let me know if that repeats itself.
-
Re: Example fort revision.
Herewith pkh_base_sq.world in a pkh_base_sq folder which has the plaza moved to makanyane's co-ordinates above.
(should anyone want to use it.)
Attachment 71379
----
dunno if this a good place to ask but is there an easy way to add ballista towers to the castles that normally have them which are being used as preplaced forts?
(I'm thinking maybe it will require substantial editing of the .world files?
Rather than a simple edit of the .wordlpkgdesc file perhaps with by adding towerlevel the same as fortificationlevel?)
-
Re: Example fort revision.
erm, I wasn't suggesting those were going to be correct co-ordinates to change to.... (in fact they might have been the ones where it was placed previously) - I was just providing example of where the information was located.....:whistling
did it look like it worked when tested?
-----
I'm not sure about getting ballista towers to work in forts, don't think the answer is in the .world files....
you could switch models around so towers always looked like ballista towers, but there's nothing I've spotted in .world file which associates to the type of projectile used. Although the different tower upgrades have different anim strings sections, like;
Quote:
17 DamageTransition0
138 BlockSet/North_European/Animations/Tower_Castle_Animations/Castle_Large_Stone_Tower_Animations/large_castle_balista_tower_animation_a.anim
I think that only relates to the damage collapse animation.
Not something we've gone far into, as we're generally getting rid of tower upgrades as being unrealistic for our time period / castle level, and that only needs EDB changes.
experimenting on .wordlpkgdesc wouldn't take long to find out if it'll take it... (don't forget there's a count of items to follow about half way through that would need updating if you try to add something)
-
Re: Example fort revision.
yes I did test the plaza placement on the pkh_base_sq fort.
took longer to test than download and do the editing.
tx for info re ballista towers.
suspected if it was really easy someone might already have done it !!
(nb these are the settlement castles: castle, large_castle, fortress that I'm using as forts in my wee mod.
so it's "just" a question of putting the towers on that can already be built or defined in the settlement section of the descr_strat.
so all the info has to be in the game already somewhere.)
will let you know if I stumble upon a solution.
-
Re: Example fort revision.
well changing ambiants to villages just got a whole lot easier for us :) so can happily make progress on that front.
http://img710.imageshack.us/img710/1249/tooly.th.jpg
and
http://img695.imageshack.us/img695/787/image1xs.th.jpg
-
Re: Example fort revision.
Hi, I've been trying to get something like this working in a mod of my own, I even opened a thread about it a few days ago. I was trying to replace the SE motte and baily with stone_fort_d. I'd spent hours over days trying different combinations in the .worldpkgdecr file. All resulted in either a CTD or the default motte and baily. Now thanks to Irishron I re-found this thread. So I've used the much improved fort linked to in the op, pkh_base_sq and set it as a motte and baily for SE culture.
I'm still getting a motte and baily on the battle map, testing in campaign.
I don't know where I am going wrong with this, I wanted any SE culture that captures an existing village to be able to transform it into a fortified outpost (Stone Fort) via the convert to in EDB.
If you can spare a little time to offer some advice, I'd be most greatfull.
Edit, when you say in the op, 'copy settlements folder over settlements' you mean in the download, right? Not from the vanilla folder?
-
Re: Example fort revision.
could some1 please explain me step for step how to install the square fort into stainless steel? or give me a link to the page where i can find it? Sry i know how to mod the units but i am a noob with the more difficult things :P
-
Re: Example fort revision.
Quote:
Originally Posted by
dikkelul3bier
could some1 please explain me step for step how to install the square fort into stainless steel? or give me a link to the page where i can find it? Sry i know how to mod the units but i am a noob with the more difficult things :P
You need to tell me more about Stainless Steel mod - and where you want to add the fort....
(I haven't got SS on computer at the moment) If SS has permanent forts and you just want to replace one of them with this then you'd find the bit in the
mods/ss/data/world/maps/campaign.... descr_strat.txt file that looks a bit like
Quote:
region Reading_Province
farming_level 0
famine_threat 0
fort 220 53 pkh_cliff_c culture northern_european
and just change the name of the fort its looking for to pkh_cliff_c
that will work with the files I've provided if you put them in right place... - if you want it to replace something else like a general built fort or a settlement then you'd need to make a different .worldpkgdesc file
-
Re: Example fort revision.
Quote:
Originally Posted by
makanyane
You need to tell me more about Stainless Steel mod - and where you want to add the fort....
(I haven't got SS on computer at the moment) If SS has permanent forts and you just want to replace one of them with this then you'd find the bit in the
mods/ss/data/world/maps/campaign.... descr_strat.txt file that looks a bit like
and just change the name of the fort its looking for to pkh_cliff_c
that will work with the files I've provided if you put them in right place... - if you want it to replace something else like a general built fort or a settlement then you'd need to make a different .worldpkgdesc file
i just want it for custom battles. the ss mod has no permanent forts. and wich files do i need to put where exectly? i just tried to place the map in the right path and change the name of it to stone_fort_a, but that didnt work :hmm:
-
Re: Example fort revision.
Quote:
Originally Posted by
dikkelul3bier
i just want it for custom battles. the ss mod has no permanent forts. and wich files do i need to put where exectly? i just tried to place the map in the right path and change the name of it to stone_fort_a, but that didnt work :hmm:
erm, confused now as I didn't think you could get stone_fort_a to come up for custom battles????? :hmm:
you could place this as an ambient settlement with the battle editor and make a custom tile that you could get to from custom battle menu.... but that wouldn't have plaza and gate etc working.
to get it working from custom battle menu in place of northern_european castle you'd take all of download contents and place the unzipped 'pkh' folder inside data/settlements in your mod folder. then copy the pkh_base_sq.world and pkh_base_sq.worldcollision files from there and paste them into
yourmodfolder/data/settlements/north_european/castles/castle/ and rename them to
north_european_castle_a.world and north_european_castle_a.worldcollision
NOTE: that will replace all the NE castles with the fort, on the campaign map as well.... but you can always reverse it by renaming the files again etc.
-
Re: Example fort revision.
Just tried to get it to come up as 'Fort' in custom battle (on my game that was normally using the ne_fort) if that's what yours uses you can get it to replace it by as above;
unzip the download - copy PKH folder into data/settlements
copy pkh_base_sq.world and .worldcollision files
place them in data/settlements/north_european/ambient_settlements/fort/
and rename them to
ne_fort_a.world and .worldcollision..
(would be the same system if you wanted to replace stone_fort_a specifically)
-
Re: Example fort revision.
Quote:
Originally Posted by
makanyane
Just tried to get it to come up as 'Fort' in custom battle (on my game that was normally using the ne_fort) if that's what yours uses you can get it to replace it by as above;
unzip the download - copy PKH folder into data/settlements
copy pkh_base_sq.world and .worldcollision files
place them in data/settlements/north_european/ambient_settlements/fort/
and rename them to
ne_fort_a.world and .worldcollision..
(would be the same system if you wanted to replace stone_fort_a specifically)
I did everything you said in the 2 posts above, but i still get the vanilla stone fort and castle :( i think i will just wait for the mod to come out :)
-
Re: Example fort revision.
Both the Rozmods have PSFs for Stainless Steel:
Town and castle: http://www.twcenter.net/forums/showthread.php?t=351309
Alltowns : http://www.twcenter.net/forums/showthread.php?t=402099
and there's also
PSFs for vanilla SS6.3 Late campaign : http://www.twcenter.net/forums/showthread.php?t=411079
hope this helps.
RozMods include 2 PKH forts by permission of wilddog and makanyane