I've had this... glitch... for a little while now, but I was focused on solving a problem in a different thread in this sub-forum to worry about this before now, because as far as I can tell... this works, at least for a human player. I'll explain:
I extracted the Magnus Mundus BI map, cleaned out the map files (like units in mercenaries.txt and descr_rebel_factions.txt not vanilla, etc), and turned it into a working map for the original BI and began modding. When I turned on the "-show_err" command line (like I always do when I start modding) I always got this same error message from the command line:
Pamplana is a new settlement added by the Magnus Mundus BI map, literally on the northern coast of Iberia owned by the WRE. It's close enough to the sea that I'd understand the game might think it's on an invalid tile. However, I can move armies in and out of Pamplana without issue when I play the WRE. I also did a "watch" campaign as the Western Roman Rebels (whom I placed in southern Iberia) to see if the AI had any troubles moving armies in and out of there. Honestly... it's hard for me to say either way.Script Error in:
Bi/data/world/maps/campaign/barbarian_invasion/descr_strat.txt, at line 1838, column 12
You have chosen an invalid tile (32,88) for the settlement of Pamplana.
It will mean not being able to reach this settlement and is a bug.
For now we'll ignore it.
I posted 3 pictures to Imgur to hopefully help a little:
http://imgur.com/DI8wNIe,P9d2t21,Q0PtF5C#0
The first image (you can switch between images at the top of the image, where it says first, second, and third images), is of me at the start of a WRE campaign with Pamplana's general selected. As you can see by the green movement zone, I can move the general out of Pamplana and anywhere else on the map later if I wanted. I tested this and could move the general in that area.
The second image is a turn or two after the campaign starts. the 1 unit army to the left seems to be the first move the AI always does in Pamplana. So... at least the AI can move left.
The third image may be the most useless. Obviously Pamplana has a bigger military presents. While Pamplana actually starts with no military structures, I suppose the WRE could be recruiting peasants or have building a level 1 barracks by turn 4 or 5 when I took this snapshot. Or... as you can see by the two armies moving south, the WRE could have move reinforcements in. It's hard to tell when the "end turn process" takes all of 2 seconds. I also believe the lower WRE army in this picture outside Pamplana (the one that appears to be one unit) is the same one that was to the left of the settlement in image 2. I could be wrong though. You know, now that I think about it... I could have not "skipped AI movement" and watched. Darn. I'll do that and check back when someone answers.
So, as far as I can tell, the "tile" Pamplana is on doesn't affect any human player movements. However, I cannot be completely sure about the AI's movement paths. The person who made this map obviously wanted AI and human players to take settlements in a certain order, as Iberian roads stick to the eastern end until you get to the southern tip, then go back up the other end. There are no roads through the middle of Iberia on this map, in fact, the settlement below Pamplana has no roads for it's entire region!
I would like to solve the problem, even if the AI movements aren't hindered in any fashion, because while the error message doesn't block all others (maybe 25% based on experience), it does prevent certain KTM errors from appearing when I exit the game after testing an edit, and shows the one about Pamplana above.
However, I have ZERO mapping experience with the Total War series entire. The extend to what I know allows me to remove maps from one mod and place them in another. I have never edited the physical map or map_regions.tga before.
Okay, my questions:
1. The obvious one: how to I move the settlement of Pamplana to a tile that's "valid"? My guess would be that "dot" in the middle of each region in the map_regions.tga file. I have a copy of GIMP available for editing, but I'm not all that good at such edits. I'm willing to learn though. Do I need to adjust the road coming in to Pamplana when I do so? How do I find a valid tile? I seriously have no experience modding maps.
2. How do I check to make sure the AI's movement through Pamplana is unhindered? Will just turning off the "skip AI movment" option and watching the WRE's movement through there do?
3. I don't know if you guys are going to want to check my files yourselves, so what other files are necessary to do this besides the map_regions.tga file?
4. I would also like to ask how hard it is to add additional road segments to this map. Like a said, Iberia needs some more road paths. There are many places on this map where you think there should be a road and there isn't. Is there any coding for the AI to tell them to use the road segment I want to add?
Any assistance would be appreciated.