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Thread: Creating a World - Stone Forts on the Battle Map

  1. #241
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Stone Forts on the Battle Map

    Click on the 'The new and easy way' drop down in the first post - the installer link is there.










  2. #242

    Default Re: Creating a World - Stone Forts on the Battle Map

    Thanks for the reply. I have tried adding one pre placed stone fort and its working fine. However I am trying to add more and its not working out. Can you take a look at my code.

    Also I am experiencing the game slowing down after applying the stone fort files. Has any experienced this?

    region Edessa_Province


    farming_level 4
    famine_threat 1
    fort 272 80 stone_fort_c culture northern_european


    region Antioch_Province


    farming_level 4
    famine_threat 1
    fort 251 77 stone_fort_b culture northern_european


    region Jerusalem_Province


    farming_level 4
    famine_threat 1
    fort 255 44 me_fort_a culture middle_eastern


    region Aleppo_Province


    farming_level 4
    famine_threat 1
    fort 259 70 me_fort_a culture middle_eastern

  3. #243
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Stone Forts on the Battle Map

    A perceptible slow down is unusual, at what stage are you experiencing it?










  4. #244

    Default Re: Creating a World - Stone Forts on the Battle Map

    it's happening whenever I'm moving armies or says or any other tokens from one place to another.

    do you see any issues with my code to get a stone fort in different regions I only managed 1 in a single region. Thanks for your help.

  5. #245
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Stone Forts on the Battle Map

    Your code looks fine - make sure there is a TAB (not SPACE) between fort and the co-ordinate: fortTABxxxSPACEyyy The co-ordinates have to be within the region in the header.

    Slow down - have you by any chance pressed the space bar during strat map play? This accelerates\slows down movement of characters.










  6. #246

    Default Re: Creating a World - Stone Forts on the Battle Map

    I'm confused myself what's causing the lab it's definitely slower than usual the time shows every time I move a unit. I might try reinstalling the mod and files again.

  7. #247
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Stone Forts on the Battle Map

    Try moving a unit for a long distance and then press the space bar once while it is moving. This will either slow down or accelerate the movement, pressing once again will reverse the effect.










  8. #248

    Default Re: Creating a World - Stone Forts on the Battle Map

    Hey Gig, how do i revert to the vanilla watchtowers while keeping the permanent stone forts?
    My name is The First Triumvirate, killer of threads:
    Look on my threads, ye Mighty, and despair!

  9. #249
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Stone Forts on the Battle Map

    Remove the #fort.tga files from the data\ui\[cultures - ME\NE\SE] directories.
    Remove the ne_watchtower.cas file from the data\models_strat\residences directory

    That should do the trick.










  10. #250

    Default Re: Creating a World - Stone Forts on the Battle Map

    I was puzzled why the stone forts I'd put in the descr_strat were appearing as wooden forts on the battle maps.
    (I'm using bare geoMod as base for a little light modding.)

    Then discovered this from Wolfslayer many moons ago in this thread :

    You HAVE to have packagedb.txt in the data folder of the mod you are using custom forts/settlements in.

    This file makes the game check all the .worldpkgdesc files when you start the game and verifies they are legit. Any errors in the hex values = CTD.

    This file also forces the game to recognise and use settlements in the mod folder, otherwise it may default to vanilla models; it runs once on game start and keeps the mod settlement path in memory the entire time you have the game running..
    Put it in the data folder and hey presto problem solved.

  11. #251
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Stone Forts on the Battle Map

    Just checked to make sure: the installer contains that file. Like all the other files only needs copying over from it's installation folder (mods\Stone_Forts)
    Last edited by Gigantus; January 09, 2017 at 07:22 PM.










  12. #252

    Default Re: Creating a World - Stone Forts on the Battle Map

    To clarify - I was using the files from a PSF sub-mod I did for Stainless Steel, not Gig's stone forts installer.
    It has the castles as forts and some ambient buildings included, farms, monateries, fortified houses etc.
    Long time since I did it - have forgotten a lot of the modding stuff

  13. #253
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    Default Re: Creating a World - Stone Forts on the Battle Map

    That would explain the lack of the package file - you had me worried there for a while










  14. #254

    Default Re: Creating a World - Stone Forts on the Battle Map

    My apologies.
    I've successfully added the PSFs to the vanilla M2TW (Steam version) which uses the Kingdoms 1.5 exe.
    (Including the castles as forts versions.)
    Of course you will need the kingdoms DLC as they are now described to get them to work.

  15. #255
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    Default Re: Creating a World - Stone Forts on the Battle Map

    Agreed (sort of) - there are no stone fort files in the vanilla packs (that's why they are in the installer). Steam however does not need the DLCs installed to play kingdoms mods - that's were some confusion comes from.










  16. #256

    Default Re: Creating a World - Stone Forts on the Battle Map

    Quote Originally Posted by Gigantus View Post
    Agreed (sort of) - there are no stone fort files in the vanilla packs (that's why they are in the installer). Steam however does not need the DLCs installed to play kingdoms mods - that's were some confusion comes from.
    Interesting - I've only just installed the STEAM M2TW. I would have thought that distributing files from the DLC to play with vanilla M2TW might be an infringement of copyright - but if they're happy about that so much the better

  17. #257
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    Default Re: Creating a World - Stone Forts on the Battle Map

    It's a bit of a grey area as to play the DLC in the disk version you also need the kingdoms (DLC) executable - in the Steam version these two executable were recently merged. I actually got my DLCs free of charge when I converted my M2TW disk install code to Steam (see my tutorial) and I would have to follow up with CA how this is regarded by them. In my experience the quantity of material plays a large role when it comes to a case like this.

    I have actually not tried if this works in a plain vanilla game - chances are that it might not ('boiling oil' comes to mind)










  18. #258

    Default Re: Creating a World - Stone Forts on the Battle Map

    WatchTower is too big
    how can change size

  19. #259
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    Default Re: Creating a World - Stone Forts on the Battle Map

    You will need to modify the CAS model for it.










  20. #260

    Default Re: Creating a World - Stone Forts on the Battle Map

    Two questions:

    1) It's possible to have permanent and temporal forts at same time?
    2) It's possible to add permanent forts from geomod or it need to be editing .txt?

    Thanks!

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