@ Darren or CA
We are a team, and we want to create a mod called Greeks at War, it is in Rome 2 WoS campaign.
But we have some find some errors at the campaign map in WoS, the errors are that near all the battle maps flat, in places that in reality are mountains, the Athens battle map and Sparta the battle map also!
So we want to add more height, the Long walls of Athens and Sparta without walls.
My question is can we and all modders, have the raw data from WoS campaign to use them with the TeD tool for Attila?
Thank you
good to hear some ppl works on Hordes.. as they not that preferred by most ppl. (I love them)
so, adding barricades should be easy stuff in battle map (even without the kit) but hmm tents civilians might require a bit more work
and well you know, actually tents can be seen on battle map already, but OUTSIDE of the battle area only.. and no civilians at all.
You are not the only one man, u are not, at all!
Hi Darren. My problem with TED is that when I place trees (or any vegetation) on my battle map and save it, I get the message "hand placed vegetation is outside all exclusion zones" and all of the trees are removed during the save. Buildings work fine and I can save them, but not vegetation. If I open up a new tile and place only 1 tree on it, the same thing happens.
SOLVED. In order to place trees on the map, you must first draw an exclusion zone, then place your vegetation within that zone. Any vegetation outside that zone will be removed during the save.
Last edited by von stoker; May 03, 2015 at 09:39 PM.
Kudos,CA. Can't wait to see this skilled people make some nice mod. Seems like you can do many things with this kit. Good for the game as it will give it a longer life.
Creative Assembly!!!!
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What bothers me is the fact that CA deveopers did not need much work to make new Roman settlements exept some new textures for walls!
For example..
Villages and tier 2 and tier 3 Roman settlements have wooden decorative walls arround them with wooden towers and large open spaces to allow AI to invade.
No matter the fact that this feature is a direct proof of AI inability to take fortified settlements, CA could do it pleasant to have.
I explain:
Villages with decorative wooden walls and towers as they are in Attila now.
Tier 2 and 3 settlements with stone decorative walls and with large gateless gates with one "rome 2 " style tower in each gate.
Like the one there is in the end of the bridge.
The inner defences of the same style!
Abbout region capitals all CA had to do was to adjust rome II walls (make shorter versions) for tier 1 and tier 2 cities.
Tier 3 and tier 4 should use Rome II walls, gate and towers with Rome II textures as well!!!!
The only diference in ERE towers could be the removal of roof and replace them with rambards!
You see Romans recruited barbarians as soldiers, they did not transformed their cities to barbarian ones!
For God's shake CA developers PLEASE give us real Roman cities in the following patches!!
PLEASE!!!!!!!!!!!
Last edited by AnthoniusII; May 02, 2015 at 11:22 AM.
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
Congratulations CA, and thank you so much.
I have two questions.
#1 If TED combined with TERRY allow us to create new city maps, how can we prepare for the siege path finding issues facing the AI? Because, if we do not get access to the path finding tools, then this entire idea of building new cities is completely wasted, and nobody will bother with it.
#2 Will you in the future support the modding of sound effects and voices?
------------------------------VOXIFEX MAXIMVS-------------------------------
------PROUD PARENT OF THE EUROPA BARBARORUM VOICEMOD-------
"To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
@Jerusalem
I've seen the family relationship table is full with relationships, so I presume you can mod them, pretty sure you have to make character that should be family in the same subfaction...
@Darren
Every time I try to compile my startpos I get the following error:
Failed to move startpos file to Assembly Kit working data!
=====================================
Duration: 2 min(s)
When in the loading screen of Attila while compiling, no crashes have occured...
I am trying to learn how to use Ted2. It is not exactly the same as Shoguns. I am working on making a playable hadrians wall. I have to figure out how to make the deployment zones work and then turn the tile into a battlefield so it can show up in custom battles. That I have not done.
It's great that we now have these map tools, but will we ever get these tools for Rome II? The dark ages weren't exactly known for it's great architecture. There are those of us who still enjoy playing Rome II, and the Classical era is a much better period to put these kinds tools to the test. Many of us have waiting for something like this since before Rome II came out. Who doesn't want to see more unique ancient cities such as Jerusalem, Syracuse, or Antioch from the Classical era? It would be a huge disappointment to have map tools for Attila (a great game) but not Rome.The Assembly Kit for Total War: Attila contains all of the tools we released with Total War: Rome II’s Assembly Kit and adds even more. Most notably, with the new tools you’ll now be able to create battle maps or “tiles” with TEd, these can be land, sea or settlements and even historical battles.