Arkay did you fix your problem? It does sound like pathfinding /the bridge is likely culprit. Could you post screenie of 2d view with pathfinding/bridge/breaches/plaza and buildings shown???
Arkay did you fix your problem? It does sound like pathfinding /the bridge is likely culprit. Could you post screenie of 2d view with pathfinding/bridge/breaches/plaza and buildings shown???
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Thoughts;
Can't tell from the screenies what you've done with 'perimeters' - I'd put all of the outer ring structures into Perimeter 1.
Check your ground doors are far enough away from the blue blocked pathfinding areas so that troops can definitely get onto the wall deployment blocks - test as you defending...
Possibly most likely problem - AI will only use a 'bridge' if it's absolutely the only way to somewhere - so currently it probably thinks the way from the right hand section behind the walls back to the plaza it out via the right hand gate and back in via the top gate. To change/check that either get rid of the breach for the top gate or add in a similar 'bridge' behind that heading towards the central area.
There might not be enough unblocked space on the pathfinding for the AI to comfortably put troops where it wants to - try expanding the clear pathfinding in the central area and the bit near the right hand walls - only test with the pathfinding, don't worry about structures you can sort that later...
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I tried everything you said, nada.
I have noticed I get stutters when I move/deploy units behind the bridge, within the city (area on the left). If I deploy units in front of the bridge instead - near the gate on the right, on the walls or on the battlefield outside - the game doesn't stutter.
Clearing the pathifinding all around the settlement seems the only way to get rid of the problem, the AI isn't forced to use the bridge path and goes around it. But that's not an option.
i had a question, why when i add ms3d file without moving it in Milkshape i got normal texture , but after i move it in Milkshape then save ms3d and add it in IWTE a got darker texture ?
as you can see on pic that same texture for piramids but ms3d files i save in Milshape darker ...also i use 1,84 version even i put that difference in IWTE, i still got same darker texture...
It might be because Auto Smooth is ticked in MS3D's Groups tab.
Don't think so sorry - you can use normal castles/settlements etc as ambients if you want by changing the .worldpkgdesc, but the 'bits'; deployment for the ai/ capturable things and towers, don't seem to work. It's similar to where you put Lorien(?) in as a techtree outside Moria, it looks the same but the functioning bits don't...
EDIT;but yaaay , you're back modding?
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After I tried to find the answer somewhere else (thought IWTE had nothing to do with it), Gigantus suggeste me to ask you guys about it:
There isn't a text file - it's all done just by the .worldpkgdesc's which are inside the folders...
Note they don't have to be inside the 'culture' folders, and the models don't have to be in the 'correct' culture folder either. See; https://wiki.twcenter.net/index.php?...s_are_Selected
To make a new .worldpkgdesc use the first 'WorldFiles' tab on IWTE and 'Edit worldpackage button.
For ambients don't use the Category, or Size lines - You can play with the 'Environment' line, but I've not found anything I can use in that which restricts where they turn up.
not all the .worldpkgdesc's in the Northern European folder actually have a culture entry e.g. the burnt_tree_a and wooden_stakes_a, probably more of those sort of things... so they will turn up for all cultures - are you sure that any specifically NE ones are turning up in SE?huuum... north european is the one with more ambient buildings, south european has less than half of it. so i guess SE uses NE ones plus its few unique ones.
Note anyway that some of them seem to turn up where they shouldn't - my mod which doesn't use any vanilla culture names still got stone henge and various monasteries turning up - that's why I did the convert them all into little rocks mod!
RE: your question on pm though, do you really mean ambients? Or techtrees??? Techtrees are the ones that are associated with upgrades to the settlement and turn up in the settlement. Ambients turn up in the landscape in open battlefields or outside of settlements and aren't anything to do with upgrades / buildings built.
Last edited by makanyane; March 28, 2021 at 05:31 AM. Reason: wiki link
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No I'm not!
Now that you say, I checked it and you are right. Some of the .pkg of the ambient buildings inside north european folder has no culture.
I can only think that these are the ones shared by all cultures, and it makes sense since they are very suspicious types e.g. swamps (that should really be generic for all cultures)
This is the only open window I see for modding it the way I want.
What I want to do is:
Have specific ambient buildings for each culture, showing up in territories controlled by factions of this culture. (I don't think I need them specific by faction, but anyway, would it be possible? The PKG file allow us to edit the faction line!)
I'm going to try this way. Using the culture and maybe the faction line in .pkg.
The faction line possibility is for Mordor, since I don't want anything showing up inside this country (imagine a green swamp near mount doom!). But mordor has the same culture of the other orc factions, and those should be able to have swamps etc.
Still, if any faction capture a territory inside mordor, this faction's ambient buildings will show up there inside. and there is no way to prevent this from happening. It's a minor issue anyway.
So I will release the next evrsion of my sub mod like this and wait for people to report what happens. It's a simple thing to do anyway.
Ambient buildings. Sorry.
Makanyane, in search of confirmation...
When I have specific buildings folders in the techtree, in order to make them always appear in siege battles (whether the buildings are constructed or not on campaign), editing the sections in IWTE by inserting the "slot_filler", the appropriate culture and the faction "unused" (Or do I need to specify one? Strictly necessary?) is enough to achieve the result I look for?
Thanks in advance
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Hey, Im having a different kind of a problem lately, whenever I try to open a file the default folder location resets to the IWTE folder, which is very annoying as inbetween every file (when for example reading 3 binary files) I have to navigate from the IWTE folder to the settlements folder again.. Is there anyway to change it back so the default path is where the previous file was opened? I tried deleting/redownloading the latest version but didnt help.
edit: @araval I think leo was talking about these lakes: https://i.imgur.com/NESmEpL.png They are a battle editor only thing and wont show up randomly on battlefields like ambient settlements afaik..
Last edited by xHolyCrusader; October 21, 2017 at 03:27 AM.
Thanks Holy! Looks like a good place to be on a vacation.
Somewhat I'm having the same issue when opening the different binary files, as it redirects everytime to the IWTE folder, instead of the one for the settlements in question being edited...
is it something related to the new IWTE version? (I mean, nothing too big, but tedious btw)