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Thread: Guide to the ETW map

  1. #781
    Ordinarius
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    Default Re: Guide to the ETW map

    Quote Originally Posted by alhoon View Post
    Actually Craig gave us all the XML files they use for ETW. As Taw said, it's a HUGE pile. Can anything be done with them?
    no, it's all about DB raw data

    I haven't found nothing useful for mapping and it isn't an answer for our questions

  2. #782
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Guide to the ETW map

    oh well.
    It has mercenaries though.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
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  3. #783
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    Default Re: Guide to the ETW map

    Quote Originally Posted by alhoon View Post
    oh well.
    It has mercenaries though.
    yes, there are also natural disasters and mission and many other things never developed: family three, resources deleted as coal and cattle and so on

  4. #784
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Guide to the ETW map

    Quote Originally Posted by PietroMicca View Post
    yes, there are also natural disasters and mission and many other things never developed: family three, resources deleted as coal and cattle and so on
    Family tree has been done in DMUC. I don't know of course exactly what you have in mind.
    As for the resources deleted... without the ability to add resources it's kinda moot. Also was coal extensively used in 18th century?
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  5. #785
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    Default Re: Guide to the ETW map

    Quote Originally Posted by alhoon View Post
    Family tree has been done in DMUC. I don't know of course exactly what you have in mind.
    As for the resources deleted... without the ability to add resources it's kinda moot. Also was coal extensively used in 18th century?
    Coal was planned by CA. Coal or iron are the resources needed to build an industry-metal town

    Code:
    hasRegionResource(res_iron) OR hasRegionResource(res_coal)
    Coal was extensively used where industrial revolution was started: mainly in France and Great Britain. Birmingham was an industrial city already during the 18th century.

    Family tree has been done by modders, but not by CA. With family tree I mean a family tree as in Rome and Medieval II.

  6. #786
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Guide to the ETW map

    Eh? A large one where we can see aunts and cousins and whatever? But what good would they do, since ministers etc are all outside the family?

    And OK, since you mentioned it, can we change for the map Birmigham to coal resource? Or it needs more than just an XML table?
    Last edited by alhoon; June 30, 2011 at 12:20 PM.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  7. #787

    Default Re: Guide to the ETW map

    The campaign_map_settlements tells how many slots a settlement has, what effects can that have when we are adding a new slot?

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  8. #788
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    Default Re: Guide to the ETW map

    Quote Originally Posted by Lord Bucky View Post
    The campaign_map_settlements tells how many slots a settlement has, what effects can that have when we are adding a new slot?
    none
    it's just a list of labels

    new slot, new label

  9. #789

    Default Re: Guide to the ETW map

    I guess cattle was going to be a type of farm. Though it could be a leather producing resource similar to the fur producing resources.
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  10. #790
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    Default Re: Guide to the ETW map

    Quote Originally Posted by uanime5 View Post
    I guess cattle was going to be a type of farm. Though it could be a leather producing resource similar to the fur producing resources.
    No it's just for farm
    It's an alternative resource for wheat

    Anyway it could be possible to do a mod following your second hypothesis

  11. #791
    Okmin's Avatar In vino veritas
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    Default Re: Guide to the ETW map

    I was going through CA's files and updating the DB schema, and found this in campaign_map_playable_areas.xml
    Code:
    <minx>800</minx>
    <maxx>920</maxx>
    <miny>-80</miny>
    <maxy>-5</maxy>
    That's for the East Indies trade theater, but every theater has it's own set of coordinates. They don't show up in the DB editor though, and I don't know how to make them, but here you go. Thought you guys would be interested.

    Also every theater has a boolean value (which is already visible in the DBE) that says if it's a trade theater (i.e. true = trade theater, false = regular theater).

    EDIT: Also, the files campaign_map_transition_areas.xml and campaign_map_transition_links.xml might be of use.
    Last edited by Okmin; June 30, 2011 at 03:20 PM.
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  12. #792

    Default Re: Guide to the ETW map

    That's all already known, Okmin

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  13. #793
    MathiasOfAthens's Avatar Comes Rei Militaris
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    Default Re: Guide to the ETW map

    I think we should find something regarding the Pathfinding.

  14. #794
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    Default Re: Guide to the ETW map

    thank you Okmin, but only campaign_map_transition_links.xml give us something really new

    I have explained transition areas severals months ago, but now we can compare what we knew with there's inside DB.

  15. #795

    Default Re: Guide to the ETW map

    Well, this proves Uanime is right about the map size:

    Code:
    <mapname>global_map</mapname>
    <minx>-1280</minx>
    <miny>-640</miny>
    <maxx>1280</maxx>
    <maxy>640</maxy
    I think we should find something regarding the Pathfinding.
    That would be nice but from what I can see there is nothing related to it.


    Something I've remembered, when we are playing the episodic campaigns there are areas that only become accessible in the middle of the game, what file tells the game to do that?
    Last edited by ForteS; June 30, 2011 at 03:44 PM.

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  16. #796
    Primergy's Avatar Protector of the Union
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    Default Re: Guide to the ETW map

    middle of the game, what file tells the game to do that?
    Scripts . Some "hide_shroud" comment.

  17. #797

    Default Re: Guide to the ETW map

    That lua file that comes with the startpos? That was what I suspected

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  18. #798
    MathiasOfAthens's Avatar Comes Rei Militaris
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    Default Re: Guide to the ETW map

    Quote Originally Posted by Lord Bucky View Post

    Something I've remembered, when we are playing the episodic campaigns there are areas that only become accessible in the middle of the game, what file tells the game to do that?
    Med2 and Rome also had something similar to that. Restricting portions of the map until later.

  19. #799
    Primergy's Avatar Protector of the Union
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    Default Re: Guide to the ETW map

    That lua file that comes with the startpos? That was what I suspected
    Yep that file . But now where you mentioning this i'm asking myself why never anybody made a Campaign, where you first have to discover parts of the world :/

  20. #800

    Default Re: Guide to the ETW map

    Cause almost the entire world (this is the one in the game) was already known by the 1700

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