Thread: Oppida (aka the view settlement mod)

1. Oppida (aka the view settlement mod)

Hello everyone,
I decided to release my view settlement mod today. If you don't know what it is yet, here's the readme:

alpaca's Oppida mod, version 1.0.0

Content:
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1. Introduction

2. Installation and Usage

3. Files

4. Changelog

6. Incorporating this in other mods

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1. Introduction

Oppida is a mod for Medieval II: Total War that is designed to bring back the view settlement feature from its predecessory Rome: Total War
in a way that is as close to the original as possible.
It was created in May 2007 as an offspring of the Mediaeval Auctoriso/Anno Domini MXVI mod for the vanilla game after a poll was made to see if public interest
was high enough to warrant the extra work.
In general, the mod works by staging a battle between a rebel army and your own, disabling the rebel's AI so that it won't actually attack

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2. Installation and Usage

The installation is very simple:
- Make sure you have a clean Medieval II installation (no other mods installed; for pros: the installer copies the map files)
- Start the installer and select your Medieval II directory (should be the default) to install to
- Select whether or not you want to be able to start the mod through the launcher
- Run the installer and wait until it finished

The installer will put a mod folder into your Medieval II directory, as well as a few other files. You can run the mod by double-clicking
Oppida.bat, or Medieval II - Oppida.lnk (both in your Medieval II folder, the shortcut can be dragged and dropped onto the desktop)
or - if you selected it - through the launcher.

In the game, you won't notice a difference, everything will look as usual (which is intended). To enjoy the view settlement feature, you
have to select a settlement on the campaign map, open the construction scroll (click on the construction button or press "b"), then click on
the "Locate position of settlement on the map" button to the lower left of the scroll. This will fire up an advisor asking you to press
"Show me how" if you want to view your settlement on the campaign map. Since you want to, click the "Show me how" button and you will be taken
After the battle is loaded, start the battle as normal and you can fly around your settlement without camera restrictions (except for the
height and collision restrictions).
When you have seen enough, simply hit the Esc button (on your keyboard) and wait a second until you see the message that the battle is
over. Then click on "End Battle" and you will see the result. You will win your battle, but except for the stats that are displayed in your
kingdom overview, this won't change anything in the game.

Notes:
- The advisor will only pop up if the settlement was garrisoned when you selected it.
- The installer checks your camera restriction setting at install time and writes it into the campaign script. If you want to change it,
edit the "set_counter camera_restrict 0" line to "set_counter camera_restrict 1" or vice-versa
- You can cheat your unit experience by attacking the catapult if you think it's worth it. But it isn't
- Don't deselect your settlement while the advisor is active but before pressing show-me or dismissing it, or the script won't work

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3. Files

The installer will create the following files and folders:

Medieval II/

Oppida.bat
Oppida.cfg
Medieval II - Oppida.lnk
Uninstall Oppida.exe

Medieval II/Oppida/

Oppida.cfg
data

And the following registry keys if you choose to use the launcher:
HKEY_LOCAL_MACHINE\SOFTWARE\SEGA\Medieval II Total War\Mods\Unofficial\Oppida
->"FullName"
->"DisplayName"
->"Version"
->"Author"
->"DistributionSource"
->"Path"
->"ConfigFile"
->"Language"

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4. Changelog

Since this is v1.0.0 this is merely reserved for the future

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You may freely redistribute this software free of charge (i.e. you're not allowed to make people pay you for it).
You can freely incorporate the script into your mod, but be kind enough to mention Oppida in your Read-Me.
The installer is also under the license of the NSIS install system.

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6. Incorporating this in other mods

The script is actually fairly easily put into other mods. All you have to do is copy the view_city_thread advice thread (including the text
entries in text/export_advice), the scripts folder, and the city view part of the campaign script.
You'll then have to update the spawn_army sections (including the if that checks for the settlement name) with new coordinates, which means
that for each city you'll have to search for good coordinates to spawn the catapult.
The last thing you have to do is to rework your PostBattle triggers that can possibly trigger on this siege battle to only work when the
event counter isn't set (check the Oppida files for examples).

Thanks to AugustusLucifer (TWC) for making me aware that there are the scripting conditions BattlesWon and BattlesFought. Any script/trigger using one of these will have to be changed or dropped, along with those triggering on a battle victory, since any "view settlement" will count as a victory and, of course, a battle.

And here's a description of the feature: http://forums.totalwar.org/vb/showthread.php?t=85761

Well, short words I know, but I think the above basically says all about the mod.

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Screenshots:

2. Re: Oppida (aka the view settlement mod)

Thank you, alpaca. I always thought I have to wait for Mediæval Auctoriso MOD to release this feature :thumbup

3. Re: Oppida (aka the view settlement mod)

Well there were a lot of people who seemed to want it, so quickly put it together. It didn't take too much time really because I could easily write a script that I can parse the coordinates for the settlements through, so I don't have to copy&paste that much.

Edit: I forgot to mention, it also creates an uninstaller. I added that as a last-minute thing because I included adding it to the launcher and wanted to provide the user with a way of removing it again.

4. Re: Oppida (aka the view settlement mod)

Originally Posted by alpaca
It didn't take too much time really because I could easily write a script that I can parse the coordinates for the settlements through, so I don't have to copy&paste that much.

Well, I know it's a little too much but would you please make a campaign script for big map 0.99? I'll be grateful. Of course it doesn't matter if you need to take a break or it'll take you too much time. I can switch to my vanilla map

Here's the big map settlements coordinate. if you need anything else I can provide them.

5. Re: Oppida (aka the view settlement mod)

Originally Posted by zxiang1983
Well, I know it's a little too much but would you please make a campaign script for big map 0.99? I'll be grateful. Of course it doesn't matter if you need to take a break or it'll take you too much time. I can switch to my vanilla map

Here's the big map settlements coordinate. if you need anything else I can provide them.
The problem is you have to use a sensible spot next to each settlement so I can't just go and use each coordinate and increase the x value by 1 or so.
If you give me a list of coordinates to spawn the armies that uses this format I can run them through the script:

Code:
City,X,Y
Miccosukee,18,175
Inverness,99,182
Oslo,141,187
Stockholm,167,184
Helsinki,188,187
Novgorod,203,179
Moscow,235,170
Bulgar,281,164
Riga,182,174
Arhus,141,167
Edinburgh,103,174
Smolensk,211,162
Dublin,89,162
Vilnius,189,159
York,105,164
Caribbean,22,159
Ryazan,244,159
Caernarvon,95,157
Thorn,170,151
Nottingham,107,156
Stettin,155,154
Hamburg,142,154
Tlaxcala,5,146
Sarkel,259,134
Antwerp,121,144
Magdeburg,149,147
Halych,192,141
Krakow,174,137
London,110,147
Breslau,163,144
Kiev,217,140
Bruges,116,143
Frankfurt,138,140
Metz,126,131
Cholula,2,132
Caen,103,134
Prague,157,137
Rheims,119,134
Rennes,94,134
Nuremburg,147,132
Paris,113,132
Staufen,132,127
Iasi,204,125
Tenochtitlan,3,117
Budapest,172,123
Angers,102,127
Bran,196,115
Vienna,164,124
Caffa,233,118
Dijon,121,123
Bern,129,120
Innsbruck,142,120
Bordeaux,96,114
Tblisi,277,109
Bucharest,201,110
Milan,136,112
Venice,145,108
Toulouse,105,105
Leon,73,104
Zagreb,160,109
Sofia,194,100
Ragusa,168,96
Toledo,78,91
Bologna,143,106
Pamplona,89,101
Genoa,133,105
Florence,142,101
Trebizond,259,104
Marseille,120,100
Yerevan,278,102
Zaragoza,92,95
Constantinople,212,92
Lisbon,56,88
Thessalonica,190,86
Ajaccio,131,93
Nicaea,216,89
Rome,147,91
Naples,157,83
Caesarea,246,85
Cordoba,71,81
Durazzo,175,88
Valencia,92,84
Iconium,232,77
Mosul,280,79
Cagliara,132,77
Edessa,265,81
Smyrna,210,73
Antioch,272,73
Fortaleza,6,75
Aleppo,257,74
Jedda,268,14
Palermo,149,70
Corinth,191,70
Marrakesh,54,54
Nicosia,241,66
Damascus,259,65
Algiers,104,66
Tunis,136,64
Acre,251,58
Rhodes,213,65
Iraklion,203,57
Jerusalem,254,51
Gaza,250,44
Tripoli,149,40
Alexandria,229,38
Arguin,31,21
Timbuktu,68,11
Cairo,235,33
Dongola,228,3

6. Re: Oppida (aka the view settlement mod)

Thanks alpaca, I'll give it a try.

7. Re: Oppida (aka the view settlement mod)

Hi, alpaca!

This is the spawn coordinate table in your standard:

Settlement,X,Y
Aberdeen,180,316
Abydus,353,147
Acre,435,102
Ajaccio,227,165
Aleppo,445,130
Alexandria,399,69
Algiers,180,118
Al-Mahdiya,236,90
Al-Mansurya,197,97
Angers,177,225
Angora,408,162
Antioch,435,131
Antwerp,208,257
Arguin,55,36
Arhus,245,296
Assouan,420,25
Athens,339,126
Atil,485,251
Attalia,393,125
Ayla,446,56
Azov,421,234
Bari,289,152
Barqa,320,72
BeloOzero,414,324
Bern,225,213
Bologna,248,187
Bordeaux,169,203
Bran,340,203
Breslau,283,255
Brindisi,295,144
Bruges,200,256
Bucharest,349,194
Buda,295,217
Bulgar,487,291
Buraidah,483,79
Caen,181,241
Caernarvon,163,280
Caesarea,425,152
Caffa,403,212
Cagliari,228,136
Cairo,407,58
Caribbean,41,284
Cashel,138,276
Cherson,394,204
Cholula,4,234
Constantinople,370,165
Cordoba,124,143
Corinth,332,127
Cracow,303,243
Damascus,449,115
Damietta,416,75
Dijon,210,218
Donegal,147,302
Dongola,395,4
Dumfries,171,299
Durazzo,304,155
Edessa,459,143
Edinburgh,175,313
Famagusta,420,116
Fex,118,110
Florence,246,178
Fortaleza,13,135
Frankfurt,242,249
Gaza,431,79
Genoa,231,185
Halych,340,243
Hamburg,244,275
Hohenstauffen,229,225
Iasi,356,224
Iconium,402,136
Innsbruck,248,214
Inverness,173,323
Iraklion,350,102
Jedda,464,23
Jerusalem,441,91
Kairouan,221,79
Kekyra,308,138
Kiev,377,249
Kozelsk,399,282
Kutais,457,198
Leon,130,186
Limassol,413,109
Lisbon,96,157
London,190,261
Lubeck,249,279
Magdeburg,258,263
Malta,267,102
Marrakesh,96,96
Marseille,209,177
Medina,470,39
Mekka,471,10
Miccosukee,35,312
Milan,237,198
Minsk,350,287
Moscow,407,302
Mosul,487,141
Naples,272,146
Narbonne,189,177
Nicea,375,158
Nottingham,189,276
Novgorod,351,319
Nuremburg,255,235
Oporto,106,179
Oslo,247,333
Palermo,261,126
Palma,182,147
Pamplona,157,180
Paris,196,234
Peremyshl,324,246
Pest,299,217
Prague,273,243
Preslav,359,184
Qulzum,425,60
Ragusa,291,169
Reggio,279,124
Rennes,163,231
Rheims,207,238
Rhodes,372,117
Riga,315,311
Rome,256,161
Ryazan,423,283
Samandar,491,229
Sarkel,447,240
Sevilla,114,137
Sijilmasa,135,76
Sinope,410,182
Smolensk,367,289
Smyrna,362,130
Sofia,337,177
Southampton,176,257
Stettin,269,277
Stockholm,290,327
Tabriz,499,168
Tara,157,290
Tbilisi,482,195
Tenochtitlan,6,208
Thessalonica,329,152
Thorn,293,269
Timbuktu,119,21
Tlaxcala,8,265
Tmutarakan,414,217
Toledo,135,161
Toulouse,183,185
Trebizond,447,186
Tripoli,261,72
Tunis,237,113
Turku,237,332
Turov,363,265
Tyrus,435,116
Tzernigov,382,261
Uppsala,281,312
Valencia,161,149
Venice,254,193
Viatka,500,311
Vienna,283,222
Vilnius,328,283
Wexford,153,279
Yerevan,482,180
York,184,292
Zagreb,278,193
Zara,277,182
Zaragoza,162,170

I increase all settlement coordinates X value by 1. I think it'll be ok for most of the settlements and I can change it manually later if there's any bug.

8. Re: Oppida (aka the view settlement mod)

Ok here you go, you have to manually copy this into the campaign script, over the section with all the ifs

9. Re: Oppida (aka the view settlement mod)

Any screens possible?

10. Re: Oppida (aka the view settlement mod)

Hi, alpaca! Thanks a lot for the script. But I haven't tried it yet because I had some problem making your mod work with my vanilla map game.

Ok, This is what I did in my vanilla map game(I should say it's heavily modded)

1, I'm using io switch to run mod so I installed your mod somewhere else and manually copied your files.
2, I copied your descr_movies.xml, descr_movies_tracks.xml, export_descr_advice.txt, export_descr_advice_timing.txt, export_descr_ancillaries.txt, export_descr_character_traits.txt, scripts folder to my Medieval II Total War\data folder and campaign_script.txt to Medieval II Total War\data\world\maps\campaign\imperial_campaign. All these files are unchanged.
3, I added slave to NE catapult's ownership in EDU.
4, I generated export_advice.txt.strings.bin myself and put it in Medieval II Total War\data\text folder.
5, run game using io switch.

This is my result:
After I clicked "Locate position of settlement" button. The advaisor did appear and said if I want to view settlement click "show me how". But After I clicked "show me how" button nothing happened. I had waited for a long time still nothing.

So what kind of problem could my game possibly have? compatibilities, etc?

11. Re: Oppida (aka the view settlement mod)

I can't really say. Try if installing the mod on a clean M2 install (with an unmodded data folder) and running the mod by itself works, then go on from there

Heretic Fang: You can find screens in the feature description link.

12. Re: Oppida (aka the view settlement mod)

Ok, I've tried to install it in a clean game. The first time I let your installer intall all files automatically and use the batch file to run the game. But in game, when I click "Locate position of settlement" there's even no advisor showing up...So I come back using io switch. It still doesn't work. And the result is the same as yesterday--After clicking "show me how" nothing happened.

And one more thing I didn't mention yesterday. Every time I double-click a settlement(that will also open its construction scroll) the advisor will show up and said something, not the view_city feature but some tutorial information. Is it normal? could someone who have installed this mod comfirm this?

Ok, never mind. I've made them work with both my vanilla map and big map game now. It seems that we HAVE TO let the installer install this mod directly in our game directory. campaign_script.txt file will have some problem if being generated somewhere else.

Thank you alpaca for this great mod!

13. Re: Oppida (aka the view settlement mod)

OMG!

Perfect! This feature was my dream! Thank you Alpaca, you are my hero

14. Re: Oppida (aka the view settlement mod)

Oh, alpaca, and one more thing you may be interested. In my test I find it really doesn't matter at all where you spawn the rebel catapult. For example I changed the rebel spawn coordinate for London region(I moved the catapult to America,lol). When I used the view_city feature it still work perfect, entering the battle screen, a rebel catapult outside the city, etc. All fine.

Edit1: Just don't spawn them in water

Edit2: The script for big map generated by alpaca contains some ascii code(0D 0D 0A) that cannot be recognized by notepad (and most probably neither by M2TW, at least it doesn't work in my game). But it can be recognized by my hex editor. So I've eliminated the strange code and here's the clean version for big map script. I've tested it and it's ok.

15. Re: Oppida (aka the view settlement mod)

Unbelievable! I never thought this would be possible. Many thanks to you alpaca and +rep of course!

16. Re: Oppida (aka the view settlement mod)

@alpaca
Tested it with DLV. Works like a charm
only this infos are in the logfile:
16:08:13.078 [data.invalid] [error] BATTLE_MAP_AREAS unhandled situation : See Charlie

16:11:11.468 [data.invalid] [error] BATTLE_MAP_AREAS unhandled situation :

Can we ignore them ?

Supersache !!

repman

17. Re: Oppida (aka the view settlement mod)

zxiang: Well the installer needs your preferences file, otherwise it won't work.
I need to give spawning catapults anywhere a look. Could save some time and make the script much smaller.
repman: Could you try figuring out which command does that? It could be the camera_restrictions_set command, are you using a restricted camera, and is it unrestricted in the view settlement battles?

18. Re: Oppida (aka the view settlement mod)

@alpaca
the error messages disappeared, so it was my fault probably

but some new without any effects:
17:22:55.437 [data.xml.tag] [error] File:[DLV_ext/data/descr_movies.xml]Error: empty tag.(4:26)
17:22:55.453 [data.xml.tag] [error] File:[DLV_ext/data/descr_movies_tracks.xml]Error: empty tag.(6:20)

repman

19. Re: Oppida (aka the view settlement mod)

Oops I just realized, those descr_movies files are pretty screwed
Looks like you don't need them anymore anyways, so you can just remove them.

20. Re: Oppida (aka the view settlement mod)

CA was telling "sorry while we were coding engine we removed this feature and we cannot include"

But it seems it's possible to "include" it. Oscar goes to Alpaca

I still hope a "official" feature by CA itself at the late patches and maybe in Kingdoms? who knows but it happens or not you made a sperb thing Alpaca. I was always wondering about my big cities and mighty castles.

You gave it back. Any rep's are not enough for this. I can't thank you enough.

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