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Thread: Restricted Ocean Travel - No more Ethernal Sea of Lost Ships

  1. #1

    Default Restricted Ocean Travel - No more Ethernal Sea of Lost Ships




    Restricted Ocean Travel Mod 1.0
    No more Ethernal Sea of Lost Ships




    briefing:

    -boats cannot travel ocean
    -ocean increased in size at gondor/harad area - so less room for boats. before this area was unlimited and just.. huge!!!
    -boats have more movement points per turn









    Hi!


    i played as harad a lot, and i had a lot of sea battles going on all the time.

    i finally got too tired of defeating a ship and having it dissapear in the nothingness.

    first i tried really hard to make the sea to not have fog of war, but then i found a realistic way of fixing it.

    realistic because it is possible to mod, au contraire of the fow idea.



    this is the solution:

    i modded map_ground_types, so there is more ocean in the gondor/harad area, making it as limited in size as any other sea area in the map. maybe its a bit larger, but its fine. you can open the .tga and see, the larger darker red area means ocean.

    then i found a file from the unpacker that was not in the standard TATW edition, descr_ships.
    this informed the core of the game which types of ships were able to go navigate the ocean.
    now none has that ability (this does not restricts you from reaching any place in the map)


    thats it. more "narrower" boats corridor, so if they run, they cannot be ANYWHERE.

    boats also have double the movement points they had.
    this is a test feature, but one i feel is deeply needed.






    install notes:

    this minimod is savegame compatible!!


    -unrar
    -BACKUP Descr_Character.txt found in sega/MTW2/mods/third age/data/
    (i have not a clean one)
    -overwrite DATA folder found in sega/MTW2/mods/third age/..
    with the provided folder. (one file overwrites)
    -delete map.rwm (just in case) found in sega/MTW2/mods/third age/data/world/maps/base/..
    -delete all *.bin files found in sega/MTW2/mods/third age/data/text/..
    -play the game.


    uninstall procedure:
    -overwrite the map file with the one tagged "old" that is provided.
    -overwrite descr_character with the backup.
    -delete descr_ships.txt
    -delete map.rwm and *.bin files
    -play the game


    feel free to use this files at any mod/submod/everything else
    Last edited by ivanhoex; May 22, 2009 at 02:46 PM.

  2. #2
    Mithrandir's Avatar Flame of Anor
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    Default Re: how to remove partially fow? or how increase line of sight?

    Try giving admirals a trait that boosts LoS?


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  3. #3
    Kiljaden's Avatar Centenarius
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    Default Re: how to remove partially fow? or how increase line of sight?

    Yeah, you can make your own traits; that's what I'd do. Unless there's already a LOS trait for admirals...

    Can't you just boost the LOS on all boats and call it good, or is the baseline LOS hardcoded?

  4. #4

    Default Re: how to remove partially fow? or how increase line of sight?

    Is there a way with MTW2/Kingdoms to make your own lands visible like in ETW? Most likely not though, but I thought I'd ask. Or, where is the numbers for the watchtower LOS?

  5. #5

    Default Re: how to remove partially fow? or how increase line of sight?

    i tried the trait version yes, i gave all sailor traits first 20 then 2000 los... for nothing, its barely noticable..
    i also gave the trait several consecutive
    Effect LineOfSight 3
    Effect LineOfSight 3
    Effect LineOfSight 3
    but was useless.


    i think somewhere is a global limit for los.. i just couldnt find where..

    neither have i found the towers los nor how to achieve zowrath point



    i am starting to believe that the only really good solution is to mod the map, making lots of inner sea non-transitable..

    and for that i need not to mod the map.. i need to mod the vessels . there is already mapped the sea.
    making vessels unable to go through it should be enough.




    got it.


    updated first post with solution.
    Last edited by ivanhoex; May 20, 2009 at 08:53 PM.

  6. #6

    Default Re: Restricted Ocean Travel - No more Ethernal Sea of Lost Ships

    done


    please move this to minimods sections, thanks!

  7. #7

    Default

    Hey, from tests you have done, do you know if changing the carrying_capacity actually works?

    And a piece of advice.

    You did not need to make all the text file changes.. you could have simply edited the ground_types.tga and got rid of all the ocean and used the impassable terrain pixels R.G.B. 64.0.0. to limit the movements.. would save a download size and simplify the install/uninstall process with an identical final result..

    But nice work none-the-less +rep

  8. #8

    Default

    =) thankz archaon

    i didnt knew that

    anyway, i actually edited the file a bit... so actually it wouldnt have had the same effect.



    and i dont know why carrying capacity shouldnt work, but i bet it will

    a small up, so a mod can send this to sub mod section
    Last edited by Archaon; September 07, 2009 at 06:24 AM. Reason: double post

  9. #9

    Default Re: Restricted Ocean Travel - No more Ethernal Sea of Lost Ships

    indeed, this should be in the sub-mod section

  10. #10
    OfficerJohn's Avatar Domesticus
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    Default Re: Restricted Ocean Travel - No more Ethernal Sea of Lost Ships

    Is there a way to make one sort of ships able to sail on the ocean, while the others aren't?

  11. #11
    axnsan's Avatar Protector Domesticus
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    Default Re: Restricted Ocean Travel - No more Ethernal Sea of Lost Ships

    Quote Originally Posted by OfficerJohn
    Is there a way to make one sort of ships able to sail on the ocean, while the others aren't?
    Vannila M2, anyone?

    Yeah it is possible...

  12. #12
    el Cid's Avatar Campidoctor
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    Default Re: Restricted Ocean Travel - No more Ethernal Sea of Lost Ships

    Maybe an idea for the future could be add a small piece of land at the edge of the map and call it Valinor, make it hard to conquer, defended by a very strong third elven faction, and extremely wealthy, kinda like the aztecs in vanilla, though make it only conquerable for:

    1. Elven factions
    2. Human factions
    3. Maybe Harad (corsairs)

    This could be done by giving them access to better ships further in-game.

    Just an idea though.

  13. #13
    OfficerJohn's Avatar Domesticus
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    Default Re: Restricted Ocean Travel - No more Ethernal Sea of Lost Ships

    Quote Originally Posted by axnsan View Post
    Vannila M2, anyone?

    Yeah it is possible...
    Awesome!
    Now, make Elven ships able to sail ocean, and everyone else not able to sail on ocean. Then, add Valinor to the West!
    "omg, those mothafukin elfs run awey, suns of a beaches!"

  14. #14
    axnsan's Avatar Protector Domesticus
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    Default Re: Restricted Ocean Travel - No more Ethernal Sea of Lost Ships

    Too bad the Ai never uses ocean ships.

  15. #15
    OfficerJohn's Avatar Domesticus
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    Default Re: Restricted Ocean Travel - No more Ethernal Sea of Lost Ships

    Quote Originally Posted by axnsan View Post
    Too bad the Ai never uses ocean ships.
    pfft. The player has the opportunity. And Valinor is going to be like one small area with a settlement for the HE, maybe another one slightly more to the south for the SE?

  16. #16
    el Cid's Avatar Campidoctor
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    Default Re: Restricted Ocean Travel - No more Ethernal Sea of Lost Ships

    Or perhaps a "Valar" faction that has the Elven culture and the same units as HE, has good relations with HE and perhaps SE, and could be a worthy challenge , again, just like the aztecs in vanilla

  17. #17
    OfficerJohn's Avatar Domesticus
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    Default Re: Restricted Ocean Travel - No more Ethernal Sea of Lost Ships

    Quote Originally Posted by el Cid View Post
    Or perhaps a "Valar" faction that has the Elven culture and the same units as HE, has good relations with HE and perhaps SE, and could be a worthy challenge , again, just like the aztecs in vanilla
    No, is allied to HE and SE with military access. And in addition HE and SE got each their settlement (they must have a settlement there!)
    Oh, and we can make it so that it's impossible to land on Valinor itself (only some isles around). Elves can go to the islands, build up armies, and then attack Sauron, and they can also go to the islands, and maybe some of the mainland, like the beach area, but not all.

    Optional: Then, we give the Evil jihads, makes Manwe the pope and Valar faction the papal states, and Elves get crusades.
    yay

  18. #18
    axnsan's Avatar Protector Domesticus
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    Default Re: Restricted Ocean Travel - No more Ethernal Sea of Lost Ships

    Why not give the elves jihads?

  19. #19
    el Cid's Avatar Campidoctor
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    Default Re: Restricted Ocean Travel - No more Ethernal Sea of Lost Ships

    And make the agent "Valar" for the Valar faction that will call jihads!

  20. #20
    OfficerJohn's Avatar Domesticus
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    Default Re: Restricted Ocean Travel - No more Ethernal Sea of Lost Ships

    Quote Originally Posted by axnsan View Post
    Why not give the elves jihads?
    Because there's so many people that wants the crusade and papal states away from Mordor etc that I just had to add this solution in

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