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Thread: THE OFFICIAL PERMANANT FORT THREAD FOR STAINLESS STEEL

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  1. #1

    Icon14 THE OFFICIAL PERMANANT FORT THREAD FOR STAINLESS STEEL

    i remember wolfslayer was working on permanent forts but that was a while back.
    so i was wondering if the problems have been resolved and if they have, will the be used in SS 6.0?
    i also remember that he made them turn into small towns somehow. does that work?


    cheers
    Last edited by spanish_emperor; April 10, 2008 at 04:41 AM.
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  2. #2

    Default Re: permanant forts in SS

    oh the nex question will there be in 6.0 SS forts as there are in English campaign?

  3. #3
    stefano89's Avatar Civis
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    Default Re: permanant forts in SS

    That would be great to have... IMO it's a must have for 6.0... I back up that idea...

  4. #4
    Turbo's Avatar Civitate
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    Default Re: permanant forts in SS

    I hope there won't be any in SS 6.0. The AI can't handle them. Like the AI isn't problematic already..
    Work of God

  5. #5

    Default Re: permanant forts in SS

    well, i make 'permanent' forts by garrisoning them with priests or one peasant. It's so useful to place many forts around the map as my captain led army can travel across my 'huge' land from forts to forts to avoid turning fullstacks into rebels.
    On your PC, the units seem to perform quite poorly. I think there might be something nearby the PC that is causing this problem for you. You may need a mirror to find out what it is.

  6. #6

    Default Re: permanant forts in SS

    Id'd love the idea of building permanent forts, hope its in SS 6.0
    Hard work never killed anybody, but why take a chance?


  7. #7
    stefano89's Avatar Civis
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    Default Re: permanant forts in SS

    I hope there won't be any in SS 6.0. The AI can't handle them. Like the AI isn't problematic already..
    guess what you broke my heart

  8. #8

    Default Re: permanant forts in SS

    Quote Originally Posted by stefano89 View Post
    guess what you broke my heart

    actually he's right. AI just lets fullstack sit in the forts and forget about it even when my army is seiging their capital right next to the fort.

    hopefully empires:TW has waaaay better AI, M2:TW didn't have much improvement over R:TW.
    On your PC, the units seem to perform quite poorly. I think there might be something nearby the PC that is causing this problem for you. You may need a mirror to find out what it is.

  9. #9
    delra's Avatar Praepositus
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    Default Re: permanant forts in SS

    You can't have both. So it was chosen to have movable ones instead of permanent ones.

  10. #10
    Indefinitely Banned
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    Default Re: permanant forts in SS

    Quote Originally Posted by delra View Post
    You can't have both. So it was chosen to have movable ones instead of permanent ones.
    You CAN have both. Check wolfslayer's thread on the issue - he even shows the screenies as a proof.

  11. #11

    Default Re: permanant forts in SS

    Quote Originally Posted by Echad View Post
    You CAN have both. Check wolfslayer's thread on the issue - he even shows the screenies as a proof.
    Can you provide the link to this mysterious thread?

  12. #12

    Default Re: permanant forts in SS

    k thats alright with me

    i prefer a challenge and if this makes the me easier to win then there is no point
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  13. #13

    Default Re: permanant forts in SS

    thats even better, thanx Echad
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  14. #14
    y2day's Avatar TWC STORE NOW OPEN!
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  15. #15
    wolfslayer's Avatar Senator
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    Default Re: permanant forts in SS

    No you CANNOT have nonpermanent buildable wooden forts and permanent stone forts, you have to have an agent (spy) in the stone fort in descr_strat at the beginning of the campaign if it is in a foreign region, and keep him or any other agent/unit in there always or it will disappear next turn.

    Right now I'm testing both permanent; the wooden fort is a "fortified village" (small town model without techtree buildings) and waiting to see if the AI builds any, and how it affects the overall campaign.

    If we ever develop a worldpathfinding editor; this could be a really cool alternative to the regular wooden fort, it's already a lot of fun to both attack and defend.

  16. #16
    wolfslayer's Avatar Senator
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    Default Re: permanant forts in SS

    Crusades and Britannia both have a stone_fort_a, so I had to convert the BI one to "stone_fort_e" so both can coexist in the same folder.




    stone_fort_a


    stone_fort_e




    me_fort_b - difficult to capture

    Unfortunately me_fort_a is unusable because of it's defective pathfinding file..


    stone_fort_d - AI sallies forth


    stone_fort_c


    stone_fort_g (tc_castle) - one of my favorites




    stone_fort_k (knightly_order_fort_b) - very buggy fort, had to rework and rename files to get it to load, but a great fort and very hard to capture.


    "stone_fort_z", the tc_fortess. The penultimate super fort.




    stone_keep_n - settlement model makes a great frontier fort, I have AI building the small towers/ladders for these now.


    stone_fort_b - just realised this one was missing from the screenies list.




    More screens here soon...
    Last edited by wolfslayer; March 15, 2008 at 12:44 PM.

  17. #17

    Default Re: permanant forts in SS

    Last one looks fab, woth moat & stakes. Really looks like prepared defensive strongpoint, and not LEGO patched up pile of stones.

    Author of the ---== Knights Templar Mod ==---
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  18. #18
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: permanant forts in SS

    @wolfslayer
    Could you post a putch to have those forts in any form in the game?
    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.


  19. #19
    wolfslayer's Avatar Senator
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    Default Re: permanant forts in SS

    LoL, we'll see..

    Each fort has to be carefully placed and tested on the battlemap, I placed all these in the beta in one region and tested in singleplayer hotseat, and had to move and or fix three of them when they either crashed my game or didn't show up.

    The stone forts are very terrain sensitive; one of the reasons you can't have a general or the AI build one wherever he wants during a campaign..

    Even to place one fort in each region would be a major project, but it could be done..

  20. #20

    Default Re: permanant forts in SS

    FUBAR!!!!!!!!!!!!!!

    "The stone forts are very terrain sensitive; one of the reasons you can't have a general or the AI build one wherever he wants during a campaign.."

    This makes me very sad lets all hope they will have some kind of fix for this with the kingdom's patch.

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