Thread: IWTE - World editing - (General Discussion)

  1. #2941
    Libertus
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    Default Re: IWTE - World editing - (General Discussion)

    No, it is not the reason. The whole area under the techtree building is completly flat.

  2. #2942

    Default Re: IWTE - World editing - (General Discussion)

    Posting here to try to get to page 148 - which I can't see currently...

  3. #2943

    Default Re: IWTE - World editing - (General Discussion)

    Quote Originally Posted by makanyane View Post
    Pressie from Wilddog attached; Attachment 355197
    which should be the file IWTE uses for the cas to ms3d to cas conversions, for static strat map things.

    It might also help if you use IWTE and "Strat_Map" tab and "Read Strat Cas" - that'll give you a text output of the cas file - e.g. headers/trailers/chunk sizes etc, just without the lists of verts/normals etc
    Thank you very much

  4. #2944

    Default Re: IWTE - World editing - (General Discussion)

    Quote Originally Posted by AriovistusSuebus View Post
    No, it is not the reason. The whole area under the techtree building is completly flat.
    In that case not sure - unless the techtree terrain is set at -8 or something silly...

    could you send me the files for the settlement and the files for the techtree building (.world .worldcollision .animinstances & .worldterrain)
    upload somewhere and pm me the link if they're private

  5. #2945

    Default Re: IWTE - World editing - (General Discussion)

    Thanks for sending! For others reference it turns out that latest version of IWTE is showing the rectangular terrains (only applies to techtrees) at 90 degrees to where they should be (oops)

    Until that's bug-fixed if this is causing problems, you can either rotate the techtree .worldterrain by 90 degrees - so it looks wrong, but is actually right! Or if it's flat re-size so instead of 17x9 you have 9x17... etc.

    I'm not sure currently which version of IWTE this started with - if you load a vanilla rectangular techtree (view 2d and load .worldterrain from 'files') with whichever version of IWTE you're using you should be able to tell if it's working correctly! I'll check that out when we're back from a short break.

  6. #2946
    Withwnar's Avatar Script To The Waist
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    Default Re: IWTE - World editing - (General Discussion)

    Pretty sure it's okay in 16_07_B. That's the latest I have and have done a lot of techtree stuff with that or the version prior.

  7. #2947

    Default Re: IWTE - World editing - (General Discussion)

    Hi, I'm having a bit of an issue with defense points. As soon as the gate is destroyed, the AI sends two/three units behind the breach instead of defending the area around the plaza:


    Spoiler Alert, click show to read: 


    Can't figure out why..

  8. #2948

    Default Re: IWTE - World editing - (General Discussion)

    If that's the only breach point isn't that actually sensible behaviour?

  9. #2949

    Default Re: IWTE - World editing - (General Discussion)

    Is it? Shouldn't the AI defend the area near the defense point?

  10. #2950

    Default Re: IWTE - World editing - (General Discussion)

    AI should fall back towards plaza when certain amount of walls/breaches are lost. Have a look at the battle ai txt file.

    Also check, I think it's 'settlement mechanics' txt file , there's a lisg of which settlement types use the defence points, you might have to add some (castles?)

    I'm not at PC for a while so can't look up the files.

  11. #2951

    Default Re: IWTE - World editing - (General Discussion)

    Hmm I can't find anything related to defence points, maybe I'll have better luck with the ai_battle file. Thank you.

  12. #2952

    Default Re: IWTE - World editing - (General Discussion)

    config_ai_battle.xml
    has a section after this
    <!-- settlement defense stage control -->
    <stage-configuration>
    which should govern which bits they defend and how it assesses threat levels etc.

    that section also includes the 'defend_streets' bit which has this;
    Code:
            			<permitted-settlements>
            				<!-- forts -->
            				<fort>1</fort>
            				
            				<!-- castles -->
            				<motte_and_bailey>1</motte_and_bailey>
            				<wooden_castle>1</wooden_castle>
            				<castle>0</castle>
            				<fortress>0</fortress>
            				<citadel>0</citadel>
            				
            				<!-- cities -->
            				<village>1</village>
            				<town>1</town>
            				<large_town>1</large_town>
            				<city>1</city>
            				<large_city>1</large_city>
            				<huge_city>1</huge_city>
            			</permitted-settlements>
    in the vanilla xml which I think means the defence points (and street defence section) aren't used for castle>citadel - unless you change that

  13. #2953

    Default Re: IWTE - World editing - (General Discussion)

    Question.
    We removed everything from the southern European city except the walls, the towers, and the gate, and renamed it all to Northern European.
    This is a huge city

    Everything works - the textures and the city plan are replaced. But ... The towers remained north. Why the models of the towers have not changed (they differ from the north and south).

  14. #2954

    Default Re: IWTE - World editing - (General Discussion)

    Moreover, the towers automatically change in the southern city (although we did not touch it - vanilla).
    I have a question - can you make unique towers and walls for every culture in the game?
    Or do you need to come up with new cultures (replace the original ones)? There were such examples?

  15. #2955

    Default Re: IWTE - World editing - (General Discussion)

    I'm completely confused by this question! AFAIK all the model bits for the towers are within the .world file - it's not going to pick up other bits from other model shapes from other cultures. Are you sure what you're seeing isn't a texture difference? as the textures have faction variants and possibly culture variants for winter etc, and that might be showing up for the towers whereas the walls still look similar????

  16. #2956

    Default Re: IWTE - World editing - (General Discussion)

    Quote Originally Posted by makanyane View Post
    config_ai_battle.xml
    has a section after this

    which should govern which bits they defend and how it assesses threat levels etc.

    that section also includes the 'defend_streets' bit which has this;
    Code:
                        <permitted-settlements>
                            <!-- forts -->
                            <fort>1</fort>
                            
                            <!-- castles -->
                            <motte_and_bailey>1</motte_and_bailey>
                            <wooden_castle>1</wooden_castle>
                            <castle>0</castle>
                            <fortress>0</fortress>
                            <citadel>0</citadel>
                            
                            <!-- cities -->
                            <village>1</village>
                            <town>1</town>
                            <large_town>1</large_town>
                            <city>1</city>
                            <large_city>1</large_city>
                            <huge_city>1</huge_city>
                        </permitted-settlements>
    in the vanilla xml which I think means the defence points (and street defence section) aren't used for castle>citadel - unless you change that
    Sorry, forgot to mention that the settlement is a huge_city. They were all set to 1 already anyway.

    Found a way to stop the AI from sending units to the breach though:
    Code:
                        <!-- configuration for how units are assigned in this stage -->
                        <assignment>
                        
                            <!-- defend the top x breach points. sorted by descending breach threat -->
                            <breaches>4</breaches>
    I changed it to 0. It doesn't seem to have a negative impact on the AI in other settlements.

  17. #2957

    Default Re: IWTE - World editing - (General Discussion)

    Quote Originally Posted by makanyane View Post
    I'm completely confused by this question! AFAIK all the model bits for the towers are within the .world file - it's not going to pick up other bits from other model shapes from other cultures. Are you sure what you're seeing isn't a texture difference? as the textures have faction variants and possibly culture variants for winter etc, and that might be showing up for the towers whereas the walls still look similar????
    I'll drop this file here
    This is a huge city - northern Europe.
    Model taken from southern Europe. It has only walls, gates, towers and buildings from the tree buildings.
    If you open this file in IWTE, you will see the shape of the towers.
    If you open this city in the game (custom battles) - towers north. But the city itself has changed.
    What is the reason?
    I can not find the answer.

    https://drive.google.com/open?id=1ej...DN8p4rckYSLWSF

  18. #2958

    Default Re: IWTE - World editing - (General Discussion)

    Ahhh - I think it's just that the un-upgraded arrow slot towers look the same in NE and SE (?)

    The IWTE 3d view shows all the tower stages superimposed.

    When you go into custom battle, in the screen where you select the huge city, also change 'Defences' from Level 1 to Level 3 (or 2) - then you should get the tower shapes with the domes.

  19. #2959

    Default Re: IWTE - World editing - (General Discussion)

    Hello!
    I can’t force the towers to shoot and the gates to pour oil.
    Added through the menu change fire slot to towers all items (picture):

    (made three levels of towers - 0, 1 and 2)
    also made for gatehouse (fig2)


    for the gate building prescribed perimeter. For the towers, the perimeter was not prescribed.
    Passages inside these buildings did not.

    The gate works, but the towers do not shoot and oil does not flow.
    Units stand outside the gate.


  20. #2960

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