Page 5 of 5 FirstFirst 12345
Results 81 to 89 of 89

Thread: Cities added to campaign Siege maps...

  1. #81
    Pachinko's Avatar Ishiyumi no shashu
    Join Date
    Sep 2004
    Posts
    701

    Default Re: Cities added to campaign Siege maps...

    Quote Originally Posted by Adreno View Post
    Well to be honest i have had some problems with making walls climbable aswell in certain specific situations, but those are usually pretty crazy castles that make use of different stuff aswell

    my latest castle for example has problems with one side 1st tier walls not working and other side 2nd tier.. its still playable in mp but it seems to be to complicated for the ai to attack it because of these things
    As well, all this.
    Theres too many houses around... too much. I do like the big castles there cool.


  2. #82
    SODK's Avatar Shisai
    Join Date
    Aug 2009
    Posts
    388

    Default Re: Cities added to campaign Siege maps...

    Love this mod! Any news?

  3. #83
    other mitch's Avatar Shashu
    Join Date
    Sep 2011
    Posts
    186

    Default Re: Cities added to campaign Siege maps...

    Quote Originally Posted by SODK View Post
    Love this mod! Any news?
    None to report yet, I haven't been playing as of late with school and all. I'll probably release a fix for all the reported problems around maybe mid-march or so... When I was playing it over the break I realize how much I wanted archery towers scattered in the cities perimeter (and to add lots more fauna like fences, better housing development, and barriers but anything I want to personally change will be done after the final fix.

    Aside from that, if any ted users want to speed up the process, or create their own castle maps, all they need to do is extract the .pack file, edit it with ted (like any other map), and then replace it... simple as that.

  4. #84
    Elchnase's Avatar Supai
    Join Date
    Jul 2006
    Posts
    331

    Default Re: Cities added to campaign Siege maps...

    Just wanted to say "Thank you!" . Fantastic mod !

  5. #85
    Ikko-Ikki
    Join Date
    Feb 2013
    Location
    Argentina
    Posts
    4

    Default Re: Cities added to campaign Siege maps...

    Great work, it just look amazing. But i'm having a few troubles. The IA don't attack or get stuck (using TROM 3) and in the castle of the capital of date was unscalable (tier 1)

  6. #86
    Ashigaru
    Join Date
    Feb 2013
    Posts
    80

    Default Re: Cities added to campaign Siege maps...

    What is the difference with better maps?

  7. #87
    other mitch's Avatar Shashu
    Join Date
    Sep 2011
    Posts
    186

    Default Re: Cities added to campaign Siege maps...

    Quote Originally Posted by Elchnase View Post
    Just wanted to say "Thank you!" . Fantastic mod !
    No problem man!

    Quote Originally Posted by Weierstrass View Post
    Great work, it just look amazing. But i'm having a few troubles. The IA don't attack or get stuck (using TROM 3) and in the castle of the capital of date was unscalable (tier 1)
    I think that the Iwate tier one has a hole in the wall that you can run through without scaling, that's a problem I need to fix. I'm trying to figure out what's causing that "attack bug" but I'm still not seeing it on mine. if you can, play a castle siege without the mod then one with it to see any difference...

    Quote Originally Posted by Keesdechinees View Post
    What is the difference with better maps?
    Better maps changes the castles to make them more realistic or dynamic. This Mod adds large scale cities and capturable buildings to the old castle models. The 'beta' stage right now has all the castles changed to add the cities, however I may not complete the entire mod (finish touch ups and creating additional mods to: add archery towers in cities or making castles with more "trap points") until sometime in the summer. It does kinda depend on if someone else will take on the project or if I finally get the free time to start working on it again (which also depends on if either Elder Scrolls makes a new DLC or if Creative assembly releases Rome 2 by then).

    If you want to use both mods, there should be a way to make them compatible. I think if you change his to a "movie pack file" and add letters (ZZZZ) to put it at the end of the loading alphabet then his mod will load over mine and his castles will replace mine as he completes them.
    Last edited by other mitch; March 02, 2013 at 10:58 AM.

  8. #88
    Sukauto
    Join Date
    Jun 2007
    Location
    uk
    Posts
    56

    Default Re: Cities added to campaign Siege maps...

    Hi, this looks great, only just found it. Why don't you get it added to all the big mods like darthmod, S2R+, TROM3, Radious etc

  9. #89
    Sōkō yumi
    Join Date
    Apr 2011
    Posts
    753

    Default Re: Cities added to campaign Siege maps...

    Have you considered collaborating with the author of this mod?

    Comments:

    1. The cities are epic in every possible way, but I was also getting some processing lag (like, 2 seconds of unit movement, 5 second hang) inconsistently. The UI was still fully functional so I think it's the AI getting hung in loops. I think it's pathing in and around the buildings...
    2. Units sometimes rout from the topmost tier of the castle but recover their nerve at the lower tier. This is the wrong way around. They end up running in circles, too.
    3. Although some buildings can be garrisoned, the Bow Ashigaru I garrisoned in it don't shoot.

    And here's some eye candy for those who want to get an idea of what's added by this mod:

    http://cloud-2.steampowered.com/ugc/...451E89BBB0276/
    http://cloud-2.steampowered.com/ugc/...8829B46F71D12/
    http://cloud-2.steampowered.com/ugc/...AB12D94CC6AE9/ (what game am I playing again??)

    ps, I can't capture that castle, ugh. I'm going to go try again.

    Edit/update: I had to uninstall it, which is a real shame. The pathing lag (I assume that's what it is) was a deal-breaker. I think the building density is part of the problem.

    The AI also tries to garrison buildings, even if they're outside the walls, so maybe it's the garrison-able buildings that are doing it.
    Last edited by Charsi; April 13, 2013 at 12:12 PM.

Page 5 of 5 FirstFirst 12345

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •