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Thread: a world map completion mod

  1. #1
    Ketzerfreund's Avatar Banzai jūden-ki
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    Default a world map completion mod

    If we're lucky, this might be easy.

    We've all heard of the concept regarding the campaign world-map. Several continental maps linked together through transfer areas.
    We've also heard about how much of the world map will be missing.

    Design the rest of the map still missing and link it up to whatever will be in the vanilla game, et voilà.

    Of course, we don't know, yet, how big a single map can actually be and how many maps can be linked together to form a complete campaign map. The maximum sizes for a campaign map allowed in R:/M2:TW have been larger than what CA used in their games. I presume this will once again be the case.
    So, first step would be to enlarge the existing maps to incorporate a larger portion of the world, adding more maps would be the second one.

    Any thoughts?
    Where would you begin (according to what we know about how much exactly will be in)?


    -Der Ketzerfreund.
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    "Oh, to be truly happy! To be an imbecile." - Wobbly Headed Bob

  2. #2
    Gwyn ap Nud's Avatar This is not enough spac
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    Default Re: a world-map-completion-mod

    I would begin by adding the middle east, and Africa: This will fill in the gaps between India and Europe.

  3. #3
    persianfan247's Avatar Kihei
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    Default Re: a world-map-completion-mod

    I hope the faction limit is way more then 50, then you would obviously be able to include way more factions, like rebel and emergent factions





  4. #4
    Ketzerfreund's Avatar Banzai jūden-ki
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    Default Re: a world-map-completion-mod

    You're right, Gwyn, the middle east may be the most important gap to fill, followed by Africa.

    No TW game has ever used it's faction limit (nor it's map-size limit), insofar I allow myself to hope for the best, Persianfan.

    Someone will surely also want to make a map of Indonesia.
    I'm not as much an enemy of the concept of splitting the world-map into several campaign maps as I may have been before. That concept also offers possibilities.

    Using the top limit number of maps that can be used along with the largest dimensions of these could make it possible to create a huuuuuge world-map.
    Beginning a game somewhere on one such map, you'd possibly wouldn't even get to see most of the others in the course of one single campaign.

    -Der Ketzerfreund.
    R.I.P. Jon Lord

    "Oh, to be truly happy! To be an imbecile." - Wobbly Headed Bob

  5. #5
    Ketzerfreund's Avatar Banzai jūden-ki
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    Default Re: a world-map-completion-mod

    http://www.twcenter.net/forums/showthread.php?t=194547

    Now it seems we might even have a lot more to do in also "repairing" the Carribean, East Indies and East Africa (though the latter would be covered by making Africa a complete continent) which won't be conquerable in E:TW.

    Btw., what would actually have to be placed in the Middle East and the southern half of Africa in regard to factions? I'm not very knowledgeable about those areas.

    First things first: closing gaps and make the so-called "trade theatres" real "full-blown" theatres.


    -Der Ketzerfreund.
    R.I.P. Jon Lord

    "Oh, to be truly happy! To be an imbecile." - Wobbly Headed Bob

  6. #6
    Gwyn ap Nud's Avatar This is not enough spac
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    Default Re: a world-map-completion-mod

    Some maps of different area's that need to be filled in dating from the early 18th century:
    Spoiler Alert, click show to read: 
    [IMG]file:///C:/DOCUME%7E1/Micah/LOCALS%7E1/Temp/moz-screenshot.jpg[/IMG][IMG]file:///C:/DOCUME%7E1/Micah/LOCALS%7E1/Temp/moz-screenshot-1.jpg[/IMG][IMG]file:///C:/DOCUME%7E1/Micah/LOCALS%7E1/Temp/moz-screenshot-2.jpg[/IMG]

    Neither of the two above are very legible, nor do they have very obvious borders for us to fill in.

    http://cartweb.geography.ua.edu:9001...view-dhtml.xsl
    If you follow that link, you have a handy 1708 slightly interactive map of the Arabian Peninsula.


    Ok, the Saffavid Empire survived until 1736, but ceased to be a power around 1722.
    Damn, do more research later.

  7. #7
    AWZC's Avatar Taihō no heishi
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    Default Re: a world-map-completion-mod

    Quote Originally Posted by Ketzerfreund View Post
    http://www.twcenter.net/forums/showthread.php?t=194547

    Now it seems we might even have a lot more to do in also "repairing" the Carribean, East Indies and East Africa (though the latter would be covered by making Africa a complete continent) which won't be conquerable in E:TW.

    Btw., what would actually have to be placed in the Middle East and the southern half of Africa in regard to factions? I'm not very knowledgeable about those areas.

    First things first: closing gaps and make the so-called "trade theatres" real "full-blown" theatres.


    -Der Ketzerfreund.
    Carribean is conquerable. Lusted said so.

  8. #8
    Ketzerfreund's Avatar Banzai jūden-ki
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    Default Re: a world-map-completion-mod

    Well, parts of it. Lusted said so.
    R.I.P. Jon Lord

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  9. #9
    Rhaegar1's Avatar Senshi
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    Default Re: a world-map-completion-mod

    adding africa is fine but I would make the inlands of africa, no go area's and only the coasts a possible to conquer
    'I'll be damned ' Marcellus Wallis


  10. #10
    Arn's Avatar Sponge worthy
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    Default Re: a world-map-completion-mod

    I read somewhere that you could choose if you wanted to just click a button to go directly to india for example. OR you could go there by manually moving all the way over the campaign map. So the middle east should be included... I can't find where I read it though:hmmm:
    I made a lot of music for RS II, and that is very awesome because RS II is a very awesome mod!

  11. #11
    Soulghast's Avatar RAWR!
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    Default Re: a world-map-completion-mod

    It depends largely on the hardcoded limits that CA will set. I don't think that such a project is possible if the region limit remains at 200, or if the faction limit remains at 20-30 where it was in Medieval II. It shouldn't be that hard to implement such a map if the hardcoded limits are changed, but it would take much time to add the new factions needed, the new units for these factions, etc.

    You would need a pretty big team if you are to succeed in this.
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  12. #12
    eddy_purpus's Avatar Kamikaze
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    Default Re: a world-map-completion-mod

    Quote Originally Posted by persianfan247 View Post
    I hope the faction limit is way more then 50, then you would obviously be able to include way more factions, like rebel and emergent factions
    100 percent agreeeeeeeeeeeeeeeeeeeeeeeeeeeeeeed




    = - True Love



  13. #13
    Caimbeul's Avatar Murakawa
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    Default Re: a world-map-completion-mod

    Sounds a good idea but if you include Australia theres no factions you can put there. what are you gonna do with all that land.

  14. #14
    Gwyn ap Nud's Avatar This is not enough spac
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    Default Re: a world-map-completion-mod

    In austrolasia you have 2 different aborigine tribes, as well as the Philipino's, and the Maori, and the Malay, and...

    Edit: If pressed, Just the Aborigine, Philipino, and Maori.

    Cogito Ergo Vicco

  15. #15
    Ketzerfreund's Avatar Banzai jūden-ki
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    Default Re: a world-map-completion-mod

    Quote Originally Posted by Beethoven
    It depends largely on the hardcoded limits that CA will set. I don't think that such a project is possible if the region limit remains at 200, or if the faction limit remains at 20-30 where it was in Medieval II. It shouldn't be that hard to implement such a map if the hardcoded limits are changed, but it would take much time to add the new factions needed, the new units for these factions, etc.

    You would need a pretty big team if you are to succeed in this.
    Umm... May I remind you that not a single TW game had ever used it's limits?
    About the new factions: How about taking one step at a time?
    Let's say the map file(s) for Africa has been completed. Well, let's put some generic African faction there with two, three units so the complete continent can at least be played already. Working on the details of that African faction (or several ones, depending on how many faction slots one would have to keep open for what else would have to be included in the maps) would be something for a version above 1.0.

    Australia is really not at the top of the list, in my opinion. Highest priority would be Africa. If I remember correctly, I had seen some kind of Suez Canal in one of the campaign screen shots. That would have to be undone.

    The list of relevance would be like this:
    1.) Africa (add a generic "tribal rebel faction")
    2.) South America (add a generic "tribal indio faction")
    3.) Middle East (yes, we heard or rather read about the scrolling world-map, but we don't know, yet, how this will actually play out practically)
    4.) East Indies (iirc they are to be a so-called "trade theatre", so this would actually mean making them a "real theatre")

    Maps first, factions above generic fillers second.
    Agreed?

    Everything else is a pure luxury, imo. Especially Australia.

    -Der Ketzerfreund.
    R.I.P. Jon Lord

    "Oh, to be truly happy! To be an imbecile." - Wobbly Headed Bob

  16. #16
    Gwyn ap Nud's Avatar This is not enough spac
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    Default Re: a world-map-completion-mod

    True. So, let's get some good factions for Africa.
    I'm looking up maps right now.

    Edit: Two interactive maps (I just love those), one from 1696 http://cartweb.geography.ua.edu:9001...view-dhtml.xsl
    The other from 1700 http://cartweb.geography.ua.edu:9001...view-dhtml.xsl
    Last edited by Gwyn ap Nud; October 22, 2008 at 09:18 PM.

    Cogito Ergo Vicco

  17. #17
    Keeper of the Keys's Avatar Suguchi
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    Default Re: a world-map-completion-mod

    factions like the maori will be fine and I can give you lots of info on them being a NZlander if you want it.

    The problem is the native australians were not warlike in anyway and were nomads so theres no provinces to give them as well.

  18. #18
    Soulghast's Avatar RAWR!
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    Default Re: a world-map-completion-mod

    Quote Originally Posted by Ketzerfreund View Post
    Umm... May I remind you that not a single TW game had ever used it's limits?
    I don't think that I've said that anywhere. But each TW game has some limits, which are hardcoded and cannot be surpassed. For example, there is no way you can add more than 200 regions in Medieval II's map, if you do, the game will crash. ETW uses a new game engine, so I am waiting to see its capabilities and limits before planning or habing a definite opinion over something.
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  19. #19

    Default Re: a world-map-completion-mod

    spartan are you a blackadder fan

    (sorry for going off topic)

  20. #20
    Gwyn ap Nud's Avatar This is not enough spac
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    Default Re: a world-map-completion-mod

    That was really random. I can count myself as a blackadder fan though.

    Cogito Ergo Vicco

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