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Thread: Custom Settlement Plan Sets

  1. #1
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    Default Custom Settlement Plan Sets

    Modding Resource Header
    Title: Custom Settlement Plan Sets
    Posted by: Ramashan
    Modding area: Settlement Plans; descr_Settlement_Plan, descr-strat
    Required programmes: Notepad (or other text editor)
    Summary: Create unique 'Settlement Plans' that can be city specific.

    In the vanilla game, the settlements up grade to different settlement plans according to culture. This doesn't allow for unique cities to grow within a culture group. (There may be a way that I am not aware of). But, we can assign a settlement its own unique settlement plan that will allow it to grow independently of those within the same culture.

    We can do this by replacing the 'default_set' with one of our own creation in descr_strat.

    Code:
    settlement
    {
        level large_town
        region Africa
    
        year_founded 0
        population 3500
        settlement_tax 50
        plan_set default_set
        faction_creator egypt
        building
        {
            type core_building governors_villa
        }
        building
        {
            type defenses wooden_pallisade
        }
    }
    To do this we need to open data/descr_settlement_plan.txt and scroll all the way down to the bottom until you reach the area that says 'plans'.

    Spoiler Alert, click show to read: 
    Code:
    ; Plans
    ; A plan is an actual layout, for a specific culture (the creating culture for that settlement level)
    ; and a specific level (town, city etc).  It consists of a list of positioned ambient buildings and slots.
    ; There are NO fail states here;  if a plan runs out of (or has no) slots big enough or flagged as suitable for
    ; a given building type, the building will just not appear in the plan.
    ; Plans are declared explicitly here, and all required definitions are tested.
    
    plans
    {
        plan    Roman_Fort            roman_fort.txt
        plan     Roman_Village            roman_village.txt
        plan     Roman_Town             roman_town.txt
        plan     Roman_Large_Town         roman_large_town.txt
        plan     Roman_City            roman_city.txt
        plan     Roman_Large_City        roman_large_city.txt
        plan     Roman_Huge_City            roman_huge_city.txt
                                        
        plan    Greek_Fort            greek_fort.txt
        plan    Greek_Village            roman_village.txt
        plan    Greek_Town            greek_town.txt
        plan    Greek_Large_Town        greek_large_town.txt
        plan    Greek_City            greek_city.txt
        plan    Greek_Large_City        greek_large_city.txt
        plan    Greek_Huge_City            greek_huge_city.txt
                                        
        plan    Egyptian_Fort            egyptian_fort.txt
        plan    Egyptian_Village        mayan_village.txt
        plan    Egyptian_Town            mayan_town.txt
        plan    Egyptian_Large_Town        mayan_large_town.txt
        plan    Egyptian_City            mayan_city.txt
        plan    Egyptian_Large_City        mayan_large_city.txt
        plan    Egyptian_Huge_City        mayan_huge_city.txt
                                        
        plan    Eastern_Fort            eastern_fort.txt
        plan    Eastern_Village            egyptian_village.txt
        plan    Eastern_Town            eastern_town.txt
        plan    Eastern_Large_Town        eastern_large_town.txt
        plan    Eastern_City            eastern_city.txt
        plan    Eastern_Large_City        eastern_large_city.txt
        plan    Eastern_Huge_City        eastern_huge_city.txt
    
        plan    Carthaginian_Fort        eastern_fort.txt
        plan    Carthaginian_Village        egyptian_village.txt
        plan    Carthaginian_Town        carthaginian_town.txt
        plan    Carthaginian_Large_Town        carthaginian_large_town.txt
        plan    Carthaginian_City        carthaginian_city.txt
        plan    Carthaginian_Large_City        carthaginian_large_city.txt
        plan    Carthaginian_Huge_City        carthaginian_huge_city.txt
    
        plan    Barbarian_Fort            barbarian_fort.txt
        plan    Barbarian_Village        barbarian_village.txt
        plan    Barbarian_Town            barbarian_town.txt
        plan    Barbarian_Large_Town        barbarian_large_town.txt
        plan    Barbarian_City            barbarian_city.txt
        plan    Barbarian_Large_City        barbarian_city.txt
        plan    Barbarian_Huge_City        barbarian_city.txt
    
        plan    Tenoch_Fort            eastern_fort.txt
        plan    Tenoch_Village            egyptian_village.txt
        plan    Tenoch_Town            east_town.txt
        plan    Tenoch_Large_Town        eastern_large_town.txt
        plan    Tenoch_City            eastern_city.txt
        plan    Tenoch_Large_City        eastern_large_city.txt
        plan    Tenoch_Huge_City        eastern_huge_city.txt
    
    }
    
    ; PLANS BY LEVEL
    ;
    ; These define a full list of plans for all the settlement levels.
    ; Format:
    ; plan_levels <plan id>
    ; {
    ;    <level type> <level id>
    ; }
    ; A complete level list must be supplied.  Order is unimportant, and repeats override.
    
    plans_by_level
    {
    
        plan_levels        Roman_plan_levels
        {
            village        Roman_Village
            town        Roman_Town
            large_town    Roman_Large_Town
            city        Roman_City
            large_city    Roman_Large_City
            huge_city    Roman_Huge_City
        }
        
        plan_levels        Egyptian_plan_levels
        {
            village        Egyptian_Village
            town        Egyptian_Town
            large_town    Egyptian_Large_Town
            city        Egyptian_City
            large_city    Egyptian_Large_City
            huge_city    Egyptian_Huge_City
        }
        
        plan_levels        Eastern_plan_levels
        {
            village        Egyptian_Village
            town        Eastern_Town
            large_town    Eastern_Large_Town
            city        Eastern_City
            large_city    Eastern_Large_City
            huge_city    Eastern_Huge_City
        }
        
        plan_levels        Greek_plan_levels
        {
            village        Roman_Village
            town        Greek_Town
            large_town    Greek_Large_Town
            city        Greek_City
            large_city    Greek_Large_City
            huge_city    Greek_Huge_City
        }
        
        plan_levels        Barbarian_plan_levels
        {
            village        Barbarian_Village
            town        Barbarian_Town
            large_town    Barbarian_Large_Town
            city        Barbarian_City
            large_city    Barbarian_Large_City
            huge_city    Barbarian_Huge_City
        }
    
        plan_levels        Carthaginian_plan_levels
        {
            village        Egyptian_Village
            town        Carthaginian_Town
            large_town    Carthaginian_Large_Town
            city        Carthaginian_City
            large_city    Carthaginian_Large_City
            huge_city    Carthaginian_Huge_City
        }
    
        
    
    
    ;************* only using this settlement ***************
    ;
    ;    plan_levels        test_levels
    ;    {
    ;
    ;        ; as long as settlement is village in descr_battle.txt then only the following line is used.
    ;
    ;        village        Roman_Large_Town
    ;
    ;        town        Egyptian_Village
    ;        large_town    Egyptian_Village
    ;        city        Egyptian_Village
    ;        large_city    Egyptian_Village
    ;        huge_city    Egyptian_Village
    ;    }
    
    
    }
    
    ; PLAN SETS
    ; associate plan_levels and cultures; a settlement gets a full plan set, and can then keep that whatever happens.
    ; There may be selection criteria at some point, eg for terrain etc.  Initially we'll have a limited set,
    ; but we'll expand these.  It means we can have different plans for different cultures if we want, without
    ; it ever being a problem.  Port plan sets are treated as separate - when a settlement gets a plan set, 
    ; it'll know whether it's coastal or not.  How plans are chosen is unresolved; currently, a plan can be requested
    ; at random (knowing inland or port) or by plan name (for settlements in template files).  Later, if we get varying 
    ; height plans in, there may be extra criteria such as local terrain used when a player creates a settlement.
    
    plan_sets
    {
        ;inland    default_set
        plan_set default_set
        {
            locale any
            ;default        test_levels
    
            roman            Roman_plan_levels
            greek            Greek_plan_levels
            carthaginian        Carthaginian_plan_levels
            egyptian        Egyptian_plan_levels
            eastern            Eastern_plan_levels
            barbarian        Barbarian_plan_levels
    
        }


    This area is broken down into three parts; plans, plan_levels, and plan_sets. This is sort of listed in the reverse of the order in which you will need to create them.

    plans point to the level text documents located in data/settlement_plans that determine the look of each settlement level; village, town, large_town, city, etc.

    plan_levels point to the list of settlement plans to be used by a culture group or unique group of your naming. The levels tend to be culture groups but can be anything you wish them to be.

    plan_sets is the over all heading a set of levels and plans that will determine what settlements look like according to culture. There is only one set in the vanilla game.

    First lets look at the plan_set.

    Code:
    plan_set default_set
        {
            locale any
            ;default        test_levels
    
            roman            Roman_plan_levels
            greek            Greek_plan_levels
            carthaginian        Carthaginian_plan_levels
            egyptian        Egyptian_plan_levels
            eastern            Eastern_plan_levels
            barbarian        Barbarian_plan_levels
         }
    You'll see that there is a call out for each of the culture groups as well as a marked out default. Because of this, we can use the default to place our own unique set.

    The plan_set tells the game what group of levels to look for for your city.

    For the purposes of this tutorial we'll call our new plan_set: custom_set.

    We will also need to tell the set what level set to look for, we'll call this custom_levels.

    This is how it should look.

    Code:
    plan_set default_set
        {
            locale any
            ;default        test_levels
    
            roman            Roman_plan_levels
            greek            Greek_plan_levels
            carthaginian        Carthaginian_plan_levels
            egyptian        Egyptian_plan_levels
            eastern            Eastern_plan_levels
            barbarian        Barbarian_plan_levels
        }
    
    plan_set custom_set
        {
            locale any
            default        custom_plan_levels
        }
    
    Now, moving up the page we go to the section named, 'plan by levels'

    At the bottom of list we'll add our custom levels, like so.

    Code:
        plan_levels        Carthaginian_plan_levels
        {
            village        Egyptian_Village
            town        Carthaginian_Town
            large_town    Carthaginian_Large_Town
            city        Carthaginian_City
            large_city    Carthaginian_Large_City
            huge_city    Carthaginian_Huge_City
        }
    
        plan_levels        custom_plan_levels
        {
            village        custom_Village
            town        custom_Town
            large_town    custom_Large_Town
            city        custom_City
            large_city    custom_Large_City
            huge_city    custom_Huge_City
        }
    As you can see, each settlement level is represented and points to a separate city plan. But now we have to tell the game which text files to refer to for each of the city levels. We do this in the plans section.

    Add your new ones on the bottom of the list.

    Code:
    plan    Barbarian_Fort            barbarian_fort.txt
        plan    Barbarian_Village        barbarian_village.txt
        plan    Barbarian_Town            barbarian_town.txt
        plan    Barbarian_Large_Town        barbarian_large_town.txt
        plan    Barbarian_City            barbarian_city.txt
        plan    Barbarian_Large_City        barbarian_city.txt
        plan    Barbarian_Huge_City        barbarian_city.txt
    
      plan    custom_Fort            eastern_fort.txt
        plan    custom_Village            egyptian_village.txt
        plan    custom_Town            east_town.txt
        plan    custom_Large_Town        eastern_large_town.txt
        plan    custom_City            eastern_city.txt
        plan    custom_Large_City        eastern_large_city.txt
        plan    custom_Huge_City        eastern_huge_city.txt
    For now you can point each plan to vanilla text files until you create your own. You don't need to direct the game to text files that exist in a mod folder so long as you place them in the proper place the game will look in the mod folder before looking in the vanilla data folder.

    Here's a decent tutorial covering the settlement_layout files

    The last thing you need to do is assign your new plan_set to a city in descr_strat.

    Code:
    settlement
    {
        level large_town
        region Africa
    
        year_founded 0
        population 3500
        settlement_tax 50
        plan_set custom_set
        faction_creator egypt
        building
        {
            type core_building governors_villa
        }
        building
        {
            type defenses wooden_pallisade
        }
    }
    Now you can edit your own custom settlement plans, overlays, underlays, etc and have unique cities grow within a culture group. This is perfect for representing a historically accurate city or having your capital city look different than all other cities.

    You could also create a custom plan set and leave the cultures listed. Then go on to create new plan_sets with new plan_levels if you want to have the capital in each culture group be unique and different. This is an easier way to make 6 new settlement plans, one for each culture. So, there are a variety of ways you can mix and match this.

    You need to make sure all your spelling is accurate because you can't code this a bit at a time and the game will CTD without an error if done wrong. I've managed to get it working as shown, but I have also had to use the wording, 'default_custom_set' on the plan_set level. I will up date this as I test further and get feed back.

    Last edited by Ramashan; March 10, 2009 at 11:23 AM.
    Under the Patronage of Lord Condormanius

  2. #2

    Default Re: Tutorial: Custom Settlement Plan Sets

    Quote Originally Posted by Ramashan View Post
    In the vanilla game, the settlements up grade to different settlement plans according to culture. This doesn't allow for unique cities to grow within a culture group. (There may be a way that I am not aware of).
    I'm not exactly sure of what you mean but I think its possible. You can apply individual sets to each settlement (would take a lot of time) and so make it grow in a unique fashion.

  3. #3
    Ramashan's Avatar Artifex
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    Default Re: Tutorial: Custom Settlement Plan Sets

    From the way I see it, unless you make a custom plan_set, you can only assign 7 levels (cultures plus default, but I haven't tried adding another honestly) per set. So, unless you make a custom plan_set, I don't know how else to make a custom city within a culture group.

    Unless there is a way to assign unique plan_levels to each settlement, which I'm not aware of.

    A plan-set calls out to the plan_levels of a specific culture which then calls out to the specific plans of each settlement level. I could be missing something, but as far as I see, there is no way for a single custom city within the current default_set. That's all I was trying to say. I'll work on making it clearer.
    Last edited by Ramashan; September 29, 2008 at 09:39 AM.
    Under the Patronage of Lord Condormanius

  4. #4

    Default Re: Tutorial: Custom Settlement Plan Sets

    The way to do it is by not using the default_set and making your own - for instance rivendell_set. You then reference it as rivendell_set in descr_strat (and maybe regions cant remember). If you've got metw on your system check that out because we have custom settlements at least coded for all the major cities in Middle-Earth (though most of the plans and models aren't done). Eventually you can make as many settlement plans as there are settlements and even make separate culture slots for each settlement thus making every settlement unique. There are still slight bugs with the game (off map models tend to change as soon as the settlement is captured and wall design could suddenly change) that cause "ugly" effects.
    Last edited by Thor the Bassist; October 06, 2008 at 01:13 PM.

  5. #5
    Ramashan's Avatar Artifex
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    Default Re: Tutorial: Custom Settlement Plan Sets

    The way to do it is by not using the default_set and making your own - for instance rivendell_set. You then reference it as rivendell_set in descr_strat (and maybe regions cant remember).
    Isn't that what I just outlined how to do?

    But yes, once you create a new plan set, you can then create new ones for each culture if you would like making a large number of new plans with one set.

    Just remember to refer each culture to custom plan levels.
    Last edited by Ramashan; October 06, 2008 at 01:38 PM.
    Under the Patronage of Lord Condormanius

  6. #6

    Default Re: Tutorial: Custom Settlement Plan Sets

    I might be late or over-read somewhere but I just wanted to addd you can have a SPECIFIC settlement plan - for instance in our mod SPARTA, CORINTH, ATHENS and so on grow on their own - this is achieved by assigning it in the descr_regions txt. Search for the city you want to specifically have grow and be different from any other city. It will have a settlement plan slot - Just point it to the settlement plans and levels you made using the above tutorial.

    Nice tutorial - you want to put together a Historical Settlements Mod team? Seeing how the first one crapped out?

  7. #7
    Ramashan's Avatar Artifex
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    Default Re: Tutorial: Custom Settlement Plan Sets

    I don't think you can assign any custom settlement plan growth in the descr_regions.txt file. I think you can only do it in the descr_strat file in the section 'plan_set' as I described above.

    Another thing I have recently discovered, which I'm sure isn't a new discovery, is that in order to get a true custom settlement plan that includes building tree growth you will also need to create custom slot variants in the descr_settlement_plan.txt file.

    This will allow unique building models to be in one city within a cutlure. Otherwise all Barracks, government buildings, etc will look alike within every city in that culture.

    An example would be slot_48x32_academic found in all the settlement_plan files. You would need to build a new slot tree and call it slot_48x32_athens_academic, then code your Athens specific buildings into this slot.

    Lots of work if your going to make every city unique, but I don't think there's a limit of slots you can have in descr_settlement_plans.txt
    Under the Patronage of Lord Condormanius

  8. #8

    Default Re: Custom Settlement Plan Sets

    Good tutorial!, thank you! but I have some doubts that i would like to share if is not too late.

    OK, perhaps the mod that Iīm using (Arthurian TW:BI) has been so far very hard to shape, I have done every step as shown but the game crashes!

    Here I put some of the things that are in descr_settlement_plan
    Code:
    ; Plans
    ; A plan is an actual layout, for a specific culture (the creating culture for that settlement level)
    ; and a specific level (town, city etc).  It consists of a list of positioned ambient buildings and slots.
    ; There are NO fail states here;  if a plan runs out of (or has no) slots big enough or flagged as suitable for
    ; a given building type, the building will just not appear in the plan.
    ; Plans are declared explicitly here, and all required definitions are tested.
    
    plans
    {
        plan    Roman_Fort            roman_fort.txt
        plan     Roman_Village            roman_village.txt
        plan     Roman_Town             roman_town.txt
        plan     Roman_Large_Town         roman_large_town.txt
        plan     Roman_City            roman_city.txt
        plan     Roman_Large_City        roman_large_city.txt
        plan     Roman_Huge_City            roman_huge_city.txt
                                                                                                                
        plan    Eastern_Fort            barbarian_fort.txt
        plan    Eastern_Village            barbarian_village.txt
        plan    Eastern_Town            barbarian_town.txt
        plan    Eastern_Large_Town        barbarian_large_town.txt
        plan    Eastern_City            barbarian_city.txt
        plan    Eastern_Large_City        barbarian_large_city.txt
        plan    Eastern_Huge_City        barbarian_huge_city.txt
    
        plan    Carthaginian_Fort        eastern_fort.txt
        plan    Carthaginian_Village        egyptian_village.txt
        plan    Carthaginian_Town        carthaginian_town.txt
        plan    Carthaginian_Large_Town        carthaginian_large_town.txt
        plan    Carthaginian_City        carthaginian_city.txt
        plan    Carthaginian_Large_City        carthaginian_large_city.txt
        plan    Carthaginian_Huge_City        carthaginian_huge_city.txt
    
        plan    Barbarian_Fort            barbarian_fort.txt
        plan    Barbarian_Village        barbarian_village.txt
        plan    Barbarian_Town            barbarian_town.txt
        plan    Barbarian_Large_Town        barbarian_large_town.txt
        plan    Barbarian_City            barbarian_city.txt
        plan    Barbarian_Large_City        barbarian_large_city.txt
        plan    Barbarian_Huge_City        barbarian_huge_city.txt
    }
    
    ; PLANS BY LEVEL
    ;
    ; These define a full list of plans for all the settlement levels.
    ; Format:
    ; plan_levels <plan id>
    ; {
    ;    <level type> <level id>
    ; }
    ; A complete level list must be supplied.  Order is unimportant, and repeats override.
    
    plans_by_level
    {
    
        plan_levels        Roman_plan_levels
        {
            village        Roman_Village
            town        Roman_Town
            large_town    Roman_Large_Town
            city        Roman_City
            large_city    Roman_Large_City
            huge_city    Roman_Huge_City
        }
            
        plan_levels        Eastern_plan_levels
        {
            village        Barbarian_Village
            town        Barbarian_Town
            large_town    Barbarian_Large_Town
            city        Barbarian_City
            large_city    Barbarian_Large_City
            huge_city    Barbarian_Huge_City
        }
        
        plan_levels        Barbarian_plan_levels
        {
            village        Barbarian_Village
            town        Barbarian_Town
            large_town    Barbarian_Large_Town
            city        Barbarian_City
            large_city    Barbarian_Large_City
            huge_city    Barbarian_Huge_City
        }
    
        plan_levels        Carthaginian_plan_levels
        {
            village        Carthaginian_Village
            town        Carthaginian_Town
            large_town    Carthaginian_Large_Town
            city        Carthaginian_City
            large_city    Carthaginian_Large_City
            huge_city    Carthaginian_Huge_City
        }
    
    ;************* only using this settlement ***************
    ;
    ;    plan_levels        test_levels
    ;    {
    ;
    ;        ; as long as settlement is village in descr_battle.txt then only the following line is used.
    ;
    ;        village        Roman_Large_Town
    ;
    ;        town        Egyptian_Village
    ;        large_town    Egyptian_Village
    ;        city        Egyptian_Village
    ;        large_city    Egyptian_Village
    ;        huge_city    Egyptian_Village
    ;    }
    
    
    }
    
    ; PLAN SETS
    ; associate plan_levels and cultures; a settlement gets a full plan set, and can then keep that whatever happens.
    ; There may be selection criteria at some point, eg for terrain etc.  Initially we'll have a limited set,
    ; but we'll expand these.  It means we can have different plans for different cultures if we want, without
    ; it ever being a problem.  Port plan sets are treated as separate - when a settlement gets a plan set, 
    ; it'll know whether it's coastal or not.  How plans are chosen is unresolved; currently, a plan can be requested
    ; at random (knowing inland or port) or by plan name (for settlements in template files).  Later, if we get varying 
    ; height plans in, there may be extra criteria such as local terrain used when a player creates a settlement.
    
    plan_sets
    {
        ;inland    default_set
        plan_set default_set
        {
            locale any
            ;default        test_levels
    
    
            roman            Roman_plan_levels
            nomad            Barbarian_plan_levels
            carthaginian    Barbarian_plan_levels
            hun                Barbarian_plan_levels
            eastern            Barbarian_plan_levels
            barbarian        Barbarian_plan_levels
    
        }
        
         ;port    default_port_set
        plan_set default_port_set
        {
            locale any
            default Roman_plan_levels
        }
    
    }
    
    
    
    
    camps
    {
        camp
        {
            culture roman
            locale any
            plan roman_camp_small.txt
        }
    
    
        camp
        {
            culture nomad
            locale any
            plan greek_camp.txt
        }
    
        
        camp    
        {
            culture hun
            locale any
            plan egyptian_camp.txt
        }
    
        
        camp
        {
            culture eastern
            locale any
            plan egyptian_camp.txt
        }
    
    
        camp
        {
            culture carthaginian
            locale any
            plan greek_camp.txt
        }
    
        camp
        {
            culture barbarian
            locale any
            plan barbarian_camp.txt
        }
    
    }
    
    baggage_trains
    {
        baggage_train
        {
            culture roman
            locale any
            plan
            {
                floor underlay_baggage_train.cas overlay_baggage_train.cas
                baggage_train, 0,    0,    0,    0
            }
        }
    }
    
    forts
    ;deriving the new fort plans from the old camp plans
    {
        fort
        {
            culture roman
            locale any
            plan roman_fort.txt
        }
    
    
        fort
        {
            culture nomad
            locale any
            plan barbarian_camp.txt
        }
    
        fort    
        {
            culture hun
            locale any
            plan egyptian_camp.txt
        }
    
                
        fort
        {
            culture eastern
            locale any
            plan egyptian_camp.txt
        }
    
    
        fort
        {
            culture carthaginian
            locale any
            plan egyptian_camp.txt
        }
    
        fort
        {
            culture barbarian
            locale any
            plan barbarian_camp.txt
        }
    }
    
    
    ambient_plans
    {
        plan basic_farm
        {
            floor underlay_baggage_train.cas overlay_baggage_train.cas
            baggage_train, 0,    0,    0,    0
        }
        ;plan resource_forestry             resource_forestry.txt
        plan resource_farm_large1             resource_farm_large1.txt
        plan resource_columbarium             resource_columbarium.txt
        plan resource_roman_farm_A            resource_roman_farm_A.txt
        plan resource_roman_farm_B            resource_roman_farm_B.txt
        plan resource_hay_field_square        hayfield_new.txt
        plan resource_hay_field_square_winter    hayfield_new_winter.txt
        plan resource_corn_field_square        hayfield_new.txt
        plan resource_corn_field_square_winter    hayfield_new_winter.txt
        plan resource_furrowed_soil            hayfield_new.txt
        plan resource_furrowed_soil_winter        hayfield_new_winter.txt
        plan resource_hay_field_with_stone_wall    resource_hay_field_with_stone_wall.txt
        plan resource_hay_field_with_stone_wall_winter    resource_hay_field_with_stone_wall_winter.txt
        plan resource_hay_field_with_hedgerow_border    resource_hay_field_with_hedgerow_border.txt
        plan resource_fields_group_A        hayfield_new.txt
        plan resource_fields_group_A_winter        hayfield_new_winter.txt
        plan resource_fields_group_B        resource_fields_group_B.txt
        plan resource_roman_poor_farm_A        resource_roman_poor_farm_A.txt
        plan resource_roman_poor_farm_B        resource_roman_poor_farm_B.txt
        plan resource_egyptian_farm_A        resource_egyptian_farm_A.txt
        plan resource_egyptian_farm_B        resource_egyptian_farm_B.txt
        
        ; wonders
        plan pyramids_at_giza            pyramids_at_giza.txt
        plan pyramids_at_giza_battle        pyramids_at_giza_battle.txt
        plan temple_to_artemis            temple_to_artemis.txt
        plan temple_to_artemis_battle        temple_to_artemis_battle.txt
        plan mausoleum_at_halicarnassus        mausoleum_at_halicarnassus.txt
        plan mausoleum_at_halicarnassus_battle    mausoleum_at_halicarnassus_battle.txt
        plan olympia                olympia.txt
        plan olympia_battle            olympia_battle.txt
        plan pharos_at_alexandria            pharos_at_alexandria.txt
        plan pharos_at_alexandria_battle        pharos_at_alexandria_battle.txt
        plan colossus_of_rhodes            colossus_of_rhodes.txt
        plan colossus_of_rhodes_battle        colossus_of_rhodes_battle.txt
        plan hanging_gardens_of_babylon        hanging_gardens_of_babylon.txt
        plan hanging_gardens_of_babylon_battle    hanging_gardens_of_babylon_battle.txt
    
        ; watchtowers 
        plan watchtower_roman_greek        watchtower_roman_greek.txt
        plan watchtower_egyptian_eastern        watchtower_egyptian_eastern.txt
        plan watchtower_barbarian            watchtower_barbarian.txt
    
        ; super high-lod RTM architecture
        plan colosseum_interior_RTM            colosseum_interior_RTM.txt
        plan circus_maximus_interior_RTM        circus_maximus_interior_RTM.txt
        plan long_roman_street            long_roman_street.txt
    
        ; ambient settlements
        plan barrow_mound            barrow_mound.txt
        plan ruined_greek_temple            ruined_greek_temple.txt
        plan tholos_tomb                tholos_tomb.txt
        plan henge                henge.txt
        plan henge_half_built            henge_half_built.txt
        plan standing_stones            standing_stones.txt
        plan meroitic_cemetery            meroitic_cemetery.txt
        plan egyptian_rock-cut_temple        egyptian_rock-cut_temple.txt
        plan egyptian_underground_tomb        egyptian_underground_tomb.txt
        plan former_marching_camp            former_marching_camp.txt
        plan roman_country_villa            roman_country_villa.txt
        plan clump_of_palm_trees_A            clump_of_palm_trees_A.txt
        plan clump_of_palm_trees_B            clump_of_palm_trees_B.txt
        plan oasis                clump_of_palm_trees_A.txt
        plan ancient_battlefield            ancient_battlefield.txt
        plan LION_wagon_laager            LION_wagon_laager.txt
    ;    plan LION_persian_galley            LION_persian_galley.txt
        plan large_lake2_with_trees            large_lake2_with_trees.txt
        plan oasis2_with_trees            oasis2_with_trees.txt
        plan small_lake2_with_trees            small_lake2_with_trees.txt
        plan roman_ruins                roman_ruins.txt
        plan ruins_2                ruins_2.txt
        plan abandoned_house            abandoned_house.txt
        plan abandoned_house_2            abandoned_house_2.txt
        plan hayfield_new                hayfield_new.txt
        plan barb_ruins                barb_ruins.txt
        plan barb_ruins_01                barb_ruins_01.txt
        plan barb_ruins_02            barb_ruins_02.txt
        plan barb_ruins_03            barb_ruins_03.txt
        plan barb_ruins_04            barb_ruins_04.txt
        plan eastern_blacksmith_ruin        eastern_blacksmith_ruin.txt
    ;;;;;;;;;;;;;;;; 01 is broken
    ;    plan eastern_ruin_01        eastern_ruin_01.txt
        plan eastern_ruin_02        eastern_ruin_02.txt
        plan eastern_ruin_03        eastern_ruin_03.txt
        plan eastern_ruin_village        eastern_ruin_village.txt
        plan egyptian_ruin_01        egyptian_ruin_01.txt
        plan egyptian_ruins_large        egyptian_ruins_large.txt
        plan egyptian_ruins_03        egyptian_ruins_03.txt
        plan egyptian_ruins_walls        egyptian_ruins_walls.txt
        plan greek_ruin_01            greek_ruin_01.txt
        plan greek_ruins_02        greek_ruins_02.txt
        plan ruined_greek_temple_02    ruined_greek_temple_02.txt
        plan swamp_ruins_01        swamp_ruins_01.txt
        plan swamp_ruins_02        swamp_ruins_02.txt
        plan swamp_ruins_03        swamp_ruins_03.txt
        plan swamp_ruins_04        swamp_ruins_04.txt
        plan swamp_ruins_05        swamp_ruins_05.txt
        plan snowy_ruin_01        snowy_ruin_01.txt
        plan snowy_ruin_02        snowy_ruin_02.txt
        plan snow_ruins_walls        snow_ruins_walls.txt
        plan snow_ruins_walls_2        snow_ruins_walls_2.txt
        plan snow_ruins_walls_3        snow_ruins_walls_3.txt
    ;;;;;;;;;;;;;;new fields
        plan olive_grove            olive_grove.txt
        plan hay_field_small_ploughed    hay_field_small_ploughed.txt
        plan hay_field_small_ploughed_winter    hay_field_small_ploughed_winter.txt
        plan hay_field_ruin            hay_field_ruin.txt
        plan hay_field_ruin_winter        hay_field_ruin_winter.txt
        plan hay_field_new_128_64        hay_field_new_128_64.txt
        plan hay_field_new_128_64_winter    hay_field_new_128_64_winter.txt
        plan hay_field_new_128_128        hay_field_new_128_128.txt
        plan hay_field_new_128_128_winter    hay_field_new_128_128_winter.txt
        plan hay_field_long_ploughed    hay_field_long_ploughed.txt
        plan hay_field_long_ploughed_winter    hay_field_long_ploughed_winter.txt
        plan farm_orchard_field        farm_orchard_field.txt
        plan farm_orchard_field_winter    farm_orchard_field_winter.txt
        plan farm_hay_corn        farm_hay_corn.txt
        plan farm_hay_corn_winter        farm_hay_corn_winter.txt
        plan farm_grove            farm_grove.txt
        plan farm_grove_winter        farm_grove_winter.txt
        plan hayfield_new_winter        hayfield_new_winter.txt
    }
    As you see I highlighted some lines in red...what are they doing there?? (yeah, Iīm amateur!, thatīs why I am doing this!, hehe)

    So far I did the following:

    Code:
    ; Plans
    ; A plan is an actual layout, for a specific culture (the creating culture for that settlement level)
    ; and a specific level (town, city etc).  It consists of a list of positioned ambient buildings and slots.
    ; There are NO fail states here;  if a plan runs out of (or has no) slots big enough or flagged as suitable for
    ; a given building type, the building will just not appear in the plan.
    ; Plans are declared explicitly here, and all required definitions are tested.
    
    plans
    {
        plan    Roman_Fort            roman_fort.txt
        plan     Roman_Village            roman_village.txt
        plan     Roman_Town             roman_town.txt
        plan     Roman_Large_Town         roman_large_town.txt
        plan     Roman_City            roman_city.txt
        plan     Roman_Large_City        roman_large_city.txt
        plan     Roman_Huge_City            roman_huge_city.txt
                                                                                                                
        plan    Eastern_Fort            barbarian_fort.txt
        plan    Eastern_Village            barbarian_village.txt
        plan    Eastern_Town            barbarian_town.txt
        plan    Eastern_Large_Town        barbarian_large_town.txt
        plan    Eastern_City            barbarian_city.txt
        plan    Eastern_Large_City        barbarian_large_city.txt
        plan    Eastern_Huge_City        barbarian_huge_city.txt
    
        plan    Carthaginian_Fort        eastern_fort.txt
        plan    Carthaginian_Village        egyptian_village.txt
        plan    Carthaginian_Town        carthaginian_town.txt
        plan    Carthaginian_Large_Town        carthaginian_large_town.txt
        plan    Carthaginian_City        carthaginian_city.txt
        plan    Carthaginian_Large_City        carthaginian_large_city.txt
        plan    Carthaginian_Huge_City        carthaginian_huge_city.txt
    
        plan    Barbarian_Fort            barbarian_fort.txt
        plan    Barbarian_Village        barbarian_village.txt
        plan    Barbarian_Town            barbarian_town.txt
        plan    Barbarian_Large_Town        barbarian_large_town.txt
        plan    Barbarian_City            barbarian_city.txt
        plan    Barbarian_Large_City        barbarian_large_city.txt
        plan    Barbarian_Huge_City        barbarian_huge_city.txt
    
            plan    custom_Fort                     roman_fort.txt
            plan    custom_Village                  roman_village.txt
            plan    custom_Town                     roman_town.txt
            plan    custom_Large_Town               roman_large_town.txt
            plan    custom_City                     roman_city.txt
            plan    custom_Large_City               roman_large_city.txt
            plan    custom_Huge_City                roman_huge_city.txt
    
    }
    
    ; PLANS BY LEVEL
    ;
    ; These define a full list of plans for all the settlement levels.
    ; Format:
    ; plan_levels <plan id>
    ; {
    ;    <level type> <level id>
    ; }
    ; A complete level list must be supplied.  Order is unimportant, and repeats override.
    
    plans_by_level
    {
    
        plan_levels        Roman_plan_levels
        {
            village        Roman_Village
            town        Roman_Town
            large_town    Roman_Large_Town
            city        Roman_City
            large_city    Roman_Large_City
            huge_city    Roman_Huge_City
        }
            
        plan_levels        Eastern_plan_levels
        {
            village        Barbarian_Village
            town        Barbarian_Town
            large_town    Barbarian_Large_Town
            city        Barbarian_City
            large_city    Barbarian_Large_City
            huge_city    Barbarian_Huge_City
        }
        
        plan_levels        Barbarian_plan_levels
        {
            village        Barbarian_Village
            town        Barbarian_Town
            large_town    Barbarian_Large_Town
            city        Barbarian_City
            large_city    Barbarian_Large_City
            huge_city    Barbarian_Huge_City
        }
    
        plan_levels        Carthaginian_plan_levels
        {
            village        Carthaginian_Village
            town        Carthaginian_Town
            large_town    Carthaginian_Large_Town
            city        Carthaginian_City
            large_city    Carthaginian_Large_City
            huge_city    Carthaginian_Huge_City
        }
    
            plan_levels             custom_plan_levels
        {
            village                 custom_Village
            town                    custom_Town
            large_town              custom_Large_Town
            city                    custom_City
            large_city              custom_Large_City
            huge_city               custom_Huge_City
        }
    
    ;************* only using this settlement ***************
    ;
    ;    plan_levels        test_levels
    ;    {
    ;
    ;        ; as long as settlement is village in descr_battle.txt then only the following line is used.
    ;
    ;        village        Roman_Large_Town
    ;
    ;        town        Egyptian_Village
    ;        large_town    Egyptian_Village
    ;        city        Egyptian_Village
    ;        large_city    Egyptian_Village
    ;        huge_city    Egyptian_Village
    ;    }
    
    
    }
    
    ; PLAN SETS
    ; associate plan_levels and cultures; a settlement gets a full plan set, and can then keep that whatever happens.
    ; There may be selection criteria at some point, eg for terrain etc.  Initially we'll have a limited set,
    ; but we'll expand these.  It means we can have different plans for different cultures if we want, without
    ; it ever being a problem.  Port plan sets are treated as separate - when a settlement gets a plan set, 
    ; it'll know whether it's coastal or not.  How plans are chosen is unresolved; currently, a plan can be requested
    ; at random (knowing inland or port) or by plan name (for settlements in template files).  Later, if we get varying 
    ; height plans in, there may be extra criteria such as local terrain used when a player creates a settlement.
    
    plan_sets default_set
    {
            locale any
            ;default        test_levels
    
    
            roman            Roman_plan_levels
            nomad            Barbarian_plan_levels
            carthaginian    Barbarian_plan_levels
            hun                Barbarian_plan_levels
            eastern            Barbarian_plan_levels
            barbarian        Barbarian_plan_levels
    
        }
    
    plan_set custom_set
        {
            locale any
            default        Roman_plan_levels
        }
    
         ;port    default_port_set
        plan_set default_port_set
        {
            locale any
            default Roman_plan_levels
        }
    
    }
    What am I doing wrong!? any help? thank you anyway for the tutorial! It work perfectly in other mods!

  9. #9
    Ramashan's Avatar Artifex
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    Los Angeles, CA
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    4,991

    Default Re: Custom Settlement Plan Sets

    The only thing I see than can be the problem is that you have custom_plan_levels with creating a custom plan_set. So the game is confused and doesn't know what do with everything your giving it in the plan_levels. This is a very picky text doc.

    As for those other files you put in red, they are for the look of ports, camps, forts, etc. The only thing you will ever see is the fort plan. The others I believe are for off_map stuff seen in the background of battle fields or if you want to create custom campaign.
    Under the Patronage of Lord Condormanius

  10. #10

    Default Re: Custom Settlement Plan Sets

    OK! forgive me that Iīm a little confussed but then what am I supossed to do?
    How this Plan_set text should be do then?. So what I did in custom_plan_levels is OK!?, good!.
    Yeahhh! I agree itīs a very picky txt!

  11. #11

    Default Re: Custom Settlement Plan Sets

    Ohhhhh goddsss!, this is driving insane!!!, I cannot make it work no matter what I do!

    Code:
    ; Plans
    ; A plan is an actual layout, for a specific culture (the creating culture for that settlement level)
    ; and a specific level (town, city etc).  It consists of a list of positioned ambient buildings and slots.
    ; There are NO fail states here;  if a plan runs out of (or has no) slots big enough or flagged as suitable for
    ; a given building type, the building will just not appear in the plan.
    ; Plans are declared explicitly here, and all required definitions are tested.
    
    plans
    {
        plan    Roman_Fort            roman_fort.txt
        plan     Roman_Village            roman_village.txt
        plan     Roman_Town             roman_town.txt
        plan     Roman_Large_Town         roman_large_town.txt
        plan     Roman_City            roman_city.txt
        plan     Roman_Large_City        roman_large_city.txt
        plan     Roman_Huge_City            roman_huge_city.txt
                                                                                                                
        plan    Eastern_Fort            barbarian_fort.txt
        plan    Eastern_Village            barbarian_village.txt
        plan    Eastern_Town            barbarian_town.txt
        plan    Eastern_Large_Town        barbarian_large_town.txt
        plan    Eastern_City            barbarian_city.txt
        plan    Eastern_Large_City        barbarian_large_city.txt
        plan    Eastern_Huge_City        barbarian_huge_city.txt
    
        plan    Carthaginian_Fort        eastern_fort.txt
        plan    Carthaginian_Village        egyptian_village.txt
        plan    Carthaginian_Town        carthaginian_town.txt
        plan    Carthaginian_Large_Town        carthaginian_large_town.txt
        plan    Carthaginian_City        carthaginian_city.txt
        plan    Carthaginian_Large_City        carthaginian_large_city.txt
        plan    Carthaginian_Huge_City        carthaginian_huge_city.txt
    
        plan    Barbarian_Fort            barbarian_fort.txt
        plan    Barbarian_Village        barbarian_village.txt
        plan    Barbarian_Town            barbarian_town.txt
        plan    Barbarian_Large_Town        barbarian_large_town.txt
        plan    Barbarian_City            barbarian_city.txt
        plan    Barbarian_Large_City        barbarian_large_city.txt
        plan    Barbarian_Huge_City        barbarian_huge_city.txt
    
            plan    custom_Fort                     roman_fort.txt
            plan    custom_Village                  roman_village.txt
            plan    custom_Town                     roman_town.txt
            plan    custom_Large_Town               roman_large_town.txt
            plan    custom_City                     roman_city.txt
            plan    custom_Large_City               roman_large_city.txt
            plan    custom_Huge_City                roman_huge_city.txt
    }
    
    ; PLANS BY LEVEL
    ;
    ; These define a full list of plans for all the settlement levels.
    ; Format:
    ; plan_levels <plan id>
    ; {
    ;    <level type> <level id>
    ; }
    ; A complete level list must be supplied.  Order is unimportant, and repeats override.
    
    plans_by_level
    {
    
        plan_levels        Roman_plan_levels
        {
            village        Roman_Village
            town        Roman_Town
            large_town    Roman_Large_Town
            city        Roman_City
            large_city    Roman_Large_City
            huge_city    Roman_Huge_City
        }
            
        plan_levels        Eastern_plan_levels
        {
            village        Barbarian_Village
            town        Barbarian_Town
            large_town    Barbarian_Large_Town
            city        Barbarian_City
            large_city    Barbarian_Large_City
            huge_city    Barbarian_Huge_City
        }
        
        plan_levels        Barbarian_plan_levels
        {
            village        Barbarian_Village
            town        Barbarian_Town
            large_town    Barbarian_Large_Town
            city        Barbarian_City
            large_city    Barbarian_Large_City
            huge_city    Barbarian_Huge_City
        }
    
        plan_levels        Carthaginian_plan_levels
        {
            village        Carthaginian_Village
            town        Carthaginian_Town
            large_town    Carthaginian_Large_Town
            city        Carthaginian_City
            large_city    Carthaginian_Large_City
            huge_city    Carthaginian_Huge_City
        }
    
            plan_levels             custom_plan_levels
            {
                    village         custom_Village
                    town            custom_Town
                    large_town      custom_Large_Town
                    city            custom_City
                    large_city      custom_Large_City
                    huge_city       custom_Huge_City
            }
    
    ;************* only using this settlement ***************
    ;
    ;    plan_levels        test_levels
    ;    {
    ;
    ;        ; as long as settlement is village in descr_battle.txt then only the following line is used.
    ;
    ;        village        Roman_Large_Town
    ;
    ;        town        Egyptian_Village
    ;        large_town    Egyptian_Village
    ;        city        Egyptian_Village
    ;        large_city    Egyptian_Village
    ;        huge_city    Egyptian_Village
    ;    }
    
    
    }
    
    ; PLAN SETS
    ; associate plan_levels and cultures; a settlement gets a full plan set, and can then keep that whatever happens.
    ; There may be selection criteria at some point, eg for terrain etc.  Initially we'll have a limited set,
    ; but we'll expand these.  It means we can have different plans for different cultures if we want, without
    ; it ever being a problem.  Port plan sets are treated as separate - when a settlement gets a plan set, 
    ; it'll know whether it's coastal or not.  How plans are chosen is unresolved; currently, a plan can be requested
    ; at random (knowing inland or port) or by plan name (for settlements in template files).  Later, if we get varying 
    ; height plans in, there may be extra criteria such as local terrain used when a player creates a settlement.
    
    plan_sets
    {
        ;inland    default_set
        plan_set default_set
        {
            locale any
            ;default        test_levels
    
    
            roman            Roman_plan_levels
            nomad            Barbarian_plan_levels
            carthaginian    Barbarian_plan_levels
            hun                Barbarian_plan_levels
            eastern            Barbarian_plan_levels
            barbarian        Barbarian_plan_levels
    
    plan_sets
    {
        ;inland    custom_set
            plan_set custom_set
            {
                   locale any
                   default                 custom_plan_levels
        }
    Can someone point out what I must do?

  12. #12
    Ramashan's Avatar Artifex
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    4,991

    Default Re: Custom Settlement Plan Sets

    Found your problem, I think.

    Its your brackets { } they're all over the place.

    Code:
    Plan Sets
    {
    ;inland default_set
      plan_set default_set
        {
            locale any
            ;default        test_levels
    
    
            roman            Roman_plan_levels
            nomad            Barbarian_plan_levels
            carthaginian    Barbarian_plan_levels
            hun                Barbarian_plan_levels
            eastern            Barbarian_plan_levels
            barbarian        Barbarian_plan_levels
    }
    plan_sets
    {
         ;inland    custom_set
            plan_set custom_set
            }{
                    locale any
                   default                 custom_plan_levels
        }
    }
    


    Plan Sets is the heading. Then you need a { to tell the game what goes under that heading.

    plan_set name is a sub-heading. You then need a { to tell the game what goes under that heading.

    then you need to close the brackets. So, after you named the plan_levels. You need a bracket.

    If your going to add another plan_set. Then name it, open bracket, name levels, close brackets. If you done coding sets, you need to close the Plan Sets brackets.
    Under the Patronage of Lord Condormanius

  13. #13

    Default Re: Custom Settlement Plan Sets

    Yeahhhhh!!, It worked! thank you so much my friend!, reallyyy!!!, itīs just lovely now that I can make the game more history accurate!.

    One thing, is there a limit for the custom_set?, I mean I did some cities and went good but then I converted all the cities/towns as I wanted and when I try to star a new campaign it just put me back in the main menu....strange!. Nevermind, thank you

  14. #14
    Ramashan's Avatar Artifex
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    Default Re: Custom Settlement Plan Sets

    I have 6 custom settlement plans in my mod, I have not tried above this, but I know I will be adding some more. So, the answer is, I do not know if there is a limit. I would imagine, since its not really connected to any major set of hard coding (that I know of) that there is no limit and in theory you could make a plan set for every settlement in the game.
    Under the Patronage of Lord Condormanius

  15. #15

    Default Re: Custom Settlement Plan Sets

    Yeah you are right Ramashan, as far as I know, Iīve done almost 50 settlements... hehe. The only things that I see different is that when I build something, it doesnīt appear in the campaign map, but anyway I can use it in the normal map. Then perhaps the game gets slightly slower but no problem represents!

  16. #16
    Ramashan's Avatar Artifex
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    Default Re: Custom Settlement Plan Sets

    The only things that I see different is that when I build something, it doesnīt appear in the campaign map, but anyway I can use it in the normal map. Then perhaps the game gets slightly slower but no problem represents!
    You mean when you zoom into the settlement view or run a battle in the settlement?

    What you see in the settlement is determined by the settlment plans text files ie Roman_village.txt etc.

    You can create completely new settlement plan files, as many as you want I would imagine.

    If your designing new buildings or want different buildings to appear as you build them, you have to edit the slot variants and which buildings are seen in which slots. Again I don't think there is a limit to this and the slots are connected to the EDB (export_descr_buildings.txt) via coding. So, in theory, you could make a slot for any building level you add to the EDB.
    Under the Patronage of Lord Condormanius

  17. #17

    Default Re: Custom Settlement Plan Sets

    Quote Originally Posted by Ramashan View Post
    You mean when you zoom into the settlement view or run a battle in the settlement?

    What you see in the settlement is determined by the settlment plans text files ie Roman_village.txt etc.

    You can create completely new settlement plan files, as many as you want I would imagine.

    If your designing new buildings or want different buildings to appear as you build them, you have to edit the slot variants and which buildings are seen in which slots. Again I don't think there is a limit to this and the slots are connected to the EDB (export_descr_buildings.txt) via coding. So, in theory, you could make a slot for any building level you add to the EDB.
    Ohhh like poetry we say in my country! , nice ramashan, now Iīve got it working fine, I think I messed it up in someway but itīs now nicely giving what I want to see!, thanks again mate

  18. #18

    Default Re: Custom Settlement Plan Sets

    Our mod uses custom settlement plans like you describe here.
    However, when I try to use a custom settlement plan into an historical battle, the battle editor shows the city properly, but then in battle, it shows the default settlement plan mixed with the overlay/underlay of the custom plan.

    Does it happens to everybody? or it could be some mistake in our files.
    (note that the custom settlement plans works perfectly in campaign, only historical battles and custom locations seems to need default plans)
    Last edited by Bardo; October 11, 2009 at 03:09 PM.

  19. #19
    Ramashan's Avatar Artifex
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    Default Re: Custom Settlement Plan Sets

    I found that you have to use the custom_plan when you build your custom battle in the battle_editor. I have done this by moving a settlement_plan into the vanilla game, launching the battle_editor, and you will be able to use your custom plan from your mod in the battle editor. When it saves out the custom tile, that tile will now look for your custom plan. So, just move the tile into your mod folder and it should work.

    Don't know if this makes sense.

    But, if you open the custom tile in a Hex editor you will see where its looking for the settlement plan. In theory, you could edit it here so your custom plan shows up. Just, since you can't add or remove letters, the naming might be weird.
    Under the Patronage of Lord Condormanius

  20. #20

    Default Re: Custom Settlement Plan Sets

    Yes, it makes sense, and I will test as soon as possible. Thank you.

    Another question. Our modeller have made all the city models with the same orientation: the main gate in the front side (North by default in the battle map)
    However, it seems when you select these city models into a custom battle, the sieger is always placed at the back gate (South side by default).
    Note I'm talking now about the custom battles where you can place any settlement from the default plan set into any map from the custom locations files, without the need of battle editor nor map.wfc files.

    Do you know any way to define the default orientation of the custom city (or to define the main gateway) in the settlement plan file. I have found how to rate the borders, the buildings, and even the target rectangle, but I found no way to rotate the whole city.

    The only thing I found is the line:
    Code:
    	battle_pos -480.000 1310.936 -224.000	rotation_90	0
    that can be used both in campaign (descr_strat) and battle editor (descr_battle), but has no effect over generic custom battles.


    I guess the easiest way to define the rotation is to make a custom tile (map.wfc), but I have another problem here. When I place a settlement with the battle editor, the landscape is not automatically smoothed arround the city borders, and the smothing tool does not work arround the city, so I can't get rid of those annoying height gaps. Do you know any tip to place properly the settlements with the editor?

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