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Mapping All tutorials on all aspects of mapping, how to create add cities and resources, which files need editing and graphical edits.

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gigantus
Old Yesterday, 02:27 AM / Re: Geomod Tool for Mapping   #801
 
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Maps, anyone?
 
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highpos highpos +++++
When creating rebels for the strat map via characters you have to designate a sub faction for them. This will determine their 'look'
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Old Yesterday, 02:32 AM / Re: Geomod Tool for Mapping   #802
 
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Quote:
Originally Posted by SonOfAvalon View Post
Is there any good tutroials for this tool? I'm trying to add rebels to my empty map, and Geomod crashes when I save.

Here's my steps;

1.Give rebels settlement = Validate
2. Create character name = Validate
3. Create Army = Validtae
4. Save 99% crash = Loose my descr_strat.txt = Backup of course!
was re-reading this and you need to create the army first as I suggested in post # 799
then you can move the army into a settlement
only thing though make sure the settlement does not have a character already in it (if it has a faction ownership it will still show up in game but correct that!)
(ChC )Claimants, Heirs and Conquerors
a cultural mod..............
http://www.twcenter.net/forums/showthread.php?t=302496
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Old Yesterday, 02:57 AM / Re: Geomod Tool for Mapping   #803
 
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Originally Posted by gigantus View Post
When creating rebels for the strat map via characters you have to designate a sub faction for them. This will determine their 'look'
thank you GiGantus I hope it is clear now
(ChC )Claimants, Heirs and Conquerors
a cultural mod..............
http://www.twcenter.net/forums/showthread.php?t=302496
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SonOfAvalon
Old Yesterday, 03:55 PM / Re: Geomod Tool for Mapping   #804
 
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Originally Posted by gigantus View Post
When creating rebels for the strat map via characters you have to designate a sub faction for them. This will determine their 'look'

think thats where i stuffed up. Will give it a crack the Wkend.
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MathiasOfAthens
Old Today, 10:30 AM / Re: Geomod Tool for Mapping   #805
 
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+++++++++++++++++++
Quote:
16:24:37.673 [system.io] [trace] file open,,13572EE0,227658
16:24:37.673 [system.io] [info] open: found mods/IB2/data/world/maps/base/map_trade_routes.tga (from: C:\Program Files\SEGA\Medieval II Total War)
16:24:38.027 [system.io] [info] exists: missing mods/IB2/data/world/maps/campaign/imperial_campaign/map_regions.tga
16:24:38.028 [system.io] [info] exists: found mods/IB2/data/world/maps/base/map_regions.tga (from: C:\Program Files\SEGA\Medieval II Total War)
16:24:38.028 [system.io] [trace] file open,,1358B628,227658
16:24:38.028 [system.io] [info] open: found mods/IB2/data/world/maps/base/map_regions.tga (from: C:\Program Files\SEGA\Medieval II Total War)
16:27:18.386 [system.io] [info] exists: missing mods/IB2/data/world/maps/campaign/imperial_campaign/custom_tiles_db.txt
16:27:18.386 [system.io] [info] exists: missing mods/IB2/data/world/maps/campaign/imperial_campaign/descr_sounds_music_types.txt
16:27:18.387 [system.io] [info] exists: found mods/IB2/data/world/maps/base/descr_sounds_music_types.txt (from: C:\Program Files\SEGA\Medieval II Total War)
16:27:18.387 [system.io] [trace] file open,,13964DD8,2387
Gigantus, could you help me read this, trying to figure out this load time issue, is it similar to the one u experienced.
After this bump it continues to load for another minute.

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druvatar
Old Today, 12:41 PM / Re: Geomod Tool for Mapping   #806
 
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Mathias I really do not understand the load issue but here is what you can do after editing with geo mod, back up your string bins. in txt. right!
then convert them all to txt. and finally delete them, start a new campaign and re-generate them from the txt. should remove the lag
(ChC )Claimants, Heirs and Conquerors
a cultural mod..............
http://www.twcenter.net/forums/showthread.php?t=302496
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boboav
Old Today, 03:31 PM / Re: Geomod Tool for Mapping   #807
 
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I'm trying to open third age, total war but geomod crash at end of loading with not error message, what is the problem?
Mapper-coder-scripter
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