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Thread: Rome II Maps in Attila

  1. #1

    Default Rome II Maps in Attila

    Carthage:
    Spoiler Alert, click show to read: 






    Rome:

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    I figured I'd post this. I do not want to get anyone's hopes up, though. The method used here needs testing and may not work the way we'd all like. Escalation seems to work fine. There are a few bugs that would have to be worked out visually. We don't really have complete control over how these maps get used in game during the campaign. This may not be something we end up sticking with for the mod, depending on tests.

    The number of settlements/cities that could be loaded into Attila right not would be limited.

    We still need CA to fix Terry so we can get Doomon's beautiful maps into the game. Frankly, his Alexandria is better than CA's, in my opinion. With Terry working, that *may* open up some really cool possibilities for us to bring over all of Rome II's maps and assign them into campaign.


  2. #2

    Default Re: Rome II Maps in Attila

    Another idea me and will discussed is replacing the attila building models with Rome 2 ones, it looks like that is what atstudio did. Just in case this doesnt work as hoped.
    Vespasian's own: Up the Augusta! For Cato!

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  3. #3

    Default Re: Rome II Maps in Attila

    Well, Artstudio has definitely done more than replace the building models alone as he has the custom maps from Rome II as seen above. But working with Doomon tonight, it is most definitely possible to replace Attila's building models, and it seems to have a positive impact. Only issue being the size of the file in question.

    I have to do more tests to see what I can work out. If Terry were working, the process here would be simpler, I'd think. I don't know if Artstudio has gone a step further than what I have. This was just a bit of testing last night over the course of about a hour.

    I'm kind of hoping Terry isn't even needed, but...we'll see.


  4. #4

    Default Re: Rome II Maps in Attila

    What about burnning the city down will that still work?

  5. #5

    Default Re: Rome II Maps in Attila

    Yes. As stated in the first post, escalation seems to work fine still. As would damaging buildings/walls.


  6. #6

    Default Re: Rome II Maps in Attila

    Impressive stuff. I'm glad you've found a solution to get Rome 2 maps in Attila!
    modificateurs sans frontières

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    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  7. #7
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: Rome II Maps in Attila

    All I can say is best of luck

    I'm no fan of the horrible Carthage for RII, and would soon hope to see Doomon's 15 Carthage on the map, its a thousand times better than CA's one.

    Alexandria yes.

    Hopefully you guys can find a solution soon.

    If you have found the RII settlements, it might be a good idea to keep them as placeholders until CA releases their patch, and then get rid of them and keep some in the process with testing.
    Last edited by The Wandering Storyteller; March 30, 2016 at 03:05 PM.





















































  8. #8

    Default Re: Rome II Maps in Attila

    Quote Originally Posted by The Triumph of Rome View Post
    All I can say is best of luck

    I'm no fan of the horrible Carthage for RII, and would soon hope to see Doomon's 15 Carthage on the map, its a thousand times better than CA's one.

    Alexandria yes.

    Hopefully you guys can find a solution soon.

    If you have found the RII settlements, it might be a good idea to keep them as placeholders until CA releases their patch, and then get rid of them and keep some in the process with testing.
    Fr me it would be a good idea to mix the CA's map with doomons one to make it as similar as posible to the siege video they sowed us at the begining,

  9. #9

    Default Re: Rome II Maps in Attila

    Did you attach these maps to factions, or culture, in the campaign map I mean. Can you tell me how change the look of the cities in campaign? I have been trying for weeks without succes

    Send me a PM if you want, I hope you help me, thanks.

    And keep the good work!! This is one mod from the golden age of TW, the Medieval 2, Rome I era.

  10. #10

    Default Re: Rome II Maps in Attila

    Quote Originally Posted by Hassassins View Post
    Did you attach these maps to factions, or culture, in the campaign map I mean. Can you tell me how change the look of the cities in campaign? I have been trying for weeks without succes

    Send me a PM if you want, I hope you help me, thanks.

    And keep the good work!! This is one mod from the golden age of TW, the Medieval 2, Rome I era.
    I may be wrong, but I believe you can port over Rome 2's campaign city models (in the models.pack, rigidmodels/campaign/settlements), and refer to the models through campaign_settlement_display_buildings_tables.
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  11. #11

    Default Re: Rome II Maps in Attila

    Thanks, but Im talking about the battle maps in campaign, I know how to change the campaign models for buildings and cities. But yes, you are right, "campaign_settlement_display_buildings_tables" is the correct one to change the cities (buildings models) in the campaign map. But I dont know how attach different battle maps in campaign, not even change the vanilla one, for example Sicily (AoC) with ERE cities maps, I have been trying for weeks without success.

  12. #12
    Linke's Avatar Hazarapatish
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    Default Re: Rome II Maps in Attila

    If you wanna change the campaign look my experience is that it's best just overwriting the models with rome II models, that table seem to not work entirely for some I've spoken with while my aproach did, although I didn't try the table myself.

  13. #13

    Default Re: Rome II Maps in Attila

    I want to replace some vanilla cities maps with Attila maps, for example, Sicily with ERE buildings, Cordoba with Sassanid, Mercia with WRE... In campaign works fine, but not in battle

  14. #14

    Default Re: Rome II Maps in Attila

    The issue here is battle maps. Hassassins, you don't need the DB at all for what you want, and it should be more successful than porting over Rome II cities which are really hit or miss whether they work correctly. But I have to stress that you aren't going to be setting unique settlements for, say, Sicily. The way the game works is there are a few settlements and port cities for each culture in the tiles4.pack. There are only a few custom cities in Attila - Rome, Constantinapolis, Ravenna, and Ctesiphon. The others share generic port types with there being Eastern Roman, Western Roman, Sassanid, and Nordic to choose from for the Grand Campaign. In terms of ports, there are only two with a small and medium sized version of each and then a minor. These will be shared for several spots on the campaign map, and when conquered they are converted to one of the other cultures generic settlements.

    You need the files from the tiles4.pack. That's it. If you want to replace the port used for Syracuse so it uses Eastern Roman architecture, you need to find which of the ports in the settlement_western_ports it uses, and replace that with an appropriate port from settlement_eastern_ports.

    This is all we can do until we get Terry working or unless I/someone figures out how to process a unique tile on the campaign map without Terry.

    So, when I started this post and warned that this is a very imperfect solution, this is what I meant. In terms of Rome II maps, there are issues with many of them. Land ones replace find, but when rivers and ports become involved it is a bit trickier as Rome II and Attila's settlements are different sizes and the terrain isn't always right. There's also some weird issue where rivers don't look right visually (super glossy and I think sped up animation - I haven't figured out a fix yet).

    So, to reiterate, you just need to replace the tiles in the tiles4.pack with those of another settlement that you want to take its place. Ideally, one that is similar. Check it in custom battles to see if it works right and its the one you want.

    EDIT: - One thing I forgot to mention is that if you want to port over Rome II's settlements, you will need a large pack with Rome II's buildings. Attila has some with the same names, but not completely the same models/textures (I believe, at least).
    Last edited by ABH2; April 02, 2016 at 03:55 PM.


  15. #15

    Default Re: Rome II Maps in Attila

    Thanks for the info. I already know about replace the tiles4.pack file to change how the map looks, but I thought must be a table which attach factions/cultures to each tile inside db tables, same as the campaign city model, that is what I was looking for since weeks.

  16. #16

    Default Re: Rome II Maps in Attila

    Well, I would think that the campaign settlement models do matter to some degree. When a culture conquers a region and takes control, maps change. The only thing in the DB that ties the two together is campaign_settlement_display_building_ids.


  17. #17

    Default Re: Rome II Maps in Attila

    There is a file that plays a part here in the tiles.pack. Under terrain/tiles/battle -> tile_upgrades.xml. I haven't explored that much yet. It's also where culture seems to get linked to encampments. That may be of some use to you if you can figure it out since you are just using Attila maps.


  18. #18
    Linke's Avatar Hazarapatish
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    Default Re: Rome II Maps in Attila

    Wait so what happened to cities being tied to culture?, in aoc both barbarian and civilized factions have the same buildings but different battle maps anyways.

  19. #19

    Default Re: Rome II Maps in Attila

    @AH2 I explored that file time ago, and only says what tiles must appear when a faction conquer a diferent culture settlement, for example when ERE conquer a Caledonian settlement. And there is some cultures/subcultures missing too.

    @Linke I think must be, because the civilized factions in AoC (Sicily, Asturias, Charlemagne...) use WRE maps, while they use the same subculture than Roman Expedicion (and they use ERE maps), so I think must be a direct connection between factions and tiles somewhere. There are 3 subcultures using WRE maps in AoC while they used other maps in the other campaigs. Must be somewhere where we can change what maps uses each faction, is the only explanation.

    I have been looking that place since January, when I discover how to change campaign map cities, the tiles and all of this. But I cant find the connection in db, startpos or anywhere else. In both Assembly Kit and PFM. Is like aliens, must be there, but we cant see it!

  20. #20
    Linke's Avatar Hazarapatish
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    Default Re: Rome II Maps in Attila

    Quote Originally Posted by Hassassins View Post
    @Linke I think must be, because the civilized factions in AoC (Sicily, Asturias, Charlemagne...) use WRE maps, while they use the same subculture than Roman Expedicion (and they use ERE maps), so I think must be a direct connection between factions and tiles somewhere. There are 3 subcultures using WRE maps in AoC while they used other maps in the other campaigs. Must be somewhere where we can change what maps uses each faction, is the only explanation.

    I have been looking that place since January, when I discover how to change campaign map cities, the tiles and all of this. But I cant find the connection in db, startpos or anywhere else. In both Assembly Kit and PFM. Is like aliens, must be there, but we cant see it!
    Abh2, what happens with the factions you do form scratch, if they are for example civilized do they get East or West Roman cities on the battle map? Or is it dependent on the different building trees for some reason (wich it is not in aoc), what battle map is there for example if West Rome captures an east Roman town, wich is then attacked before the West Romans convert it to the west Roman main line. Because otherwise when you capture a Barbarian town it's still the generic barbarian map, but what happens within a "culture" (as they are called in game)?

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