Your concern is valid: often you will end up with forts dotting the landscape like a raisin muffin if the setting for automatic fort destruction is disabled and the AI can build forts.
hey gigantus, i have 4 questions, first in the readme file in the installation folder you said that we need to download your barebones mod but than at the end of the post you say you have baregeomod and of course there is a different walk through here, which one am i suppose to follow?
my second question is that assuming this thread's walkthrough is the correct one to follow, the first instruction is to delete lines in a batch file, how am i suppose to that? each time i try to open it it runs for 3 seconds and closes again. i tried to open it with a text file but i cant because the option isn't there.
can you please tell me how exactly I'm suppose to remove these lines?
my third question is; i downloaded the ME Fort Fix first and i downloaded it in the crusades folder like the download thread asked, what should i do now? am i doomed? because in your walk through that was your 9th step...
my fourth and hopefully final question is that can these forts be build anywhere? even if farming of the region is like 1 or there are ground elevations or if they are close to rivers and etc? also if i want the player/AI to be able to build forts and empty forts to be destroyed must i have the two first lines say "true" instead of "false"? how does the building of the forts work out exacly? how can i make sure that middle eastern factions build middle eastern forts and Europeans build European forts?
thank you very much.
Last edited by Toho; March 21, 2011 at 03:21 PM.
1. Bare Geomod is a further development of Bare Kingdoms: if you start a mod from scratch, use Bare Geomod, if you want to use it for your own mod use Bare Kingdoms. It doesn't sat anything in this tutorial (stoneforts) that you need them.
2. You should only delete lines in the batch file if you have already unpacked the brittania and crusades campaign. to edit a bacthc file, simply right click it and choose 'edit' from the menu.
3. I forgot to include installation instructions for that, sorry. Here is the instruction from the download page (ignore th elast line):
4. You cannot build forts directly next to watchtowers, settlements, ports or landbridges. Setting the values to 'true' allows the building of forts and the automatic destruction when not occupied. But I believe there might be some problems with that.Installation:
Unzip the fix
Copy them into your \Medieval II Total War\mods\crusades folder
Use io switch
I can't say if cultures build their specific forts, but one assume that that will be the case.
i am using this for SS 6.4 and that is why i am skeptical of including your works in fear of ruining the already existing mod.
and if i set them to true what kind of problem could i be experiencing exactly?
thanks for the reply
Last edited by Toho; March 21, 2011 at 10:05 PM.
thats what i though but when ever i put in a fort and ran the game the supposed fort became a regular wooden fort...on the campaign map at least haven't seen it actually in battle though
Great looking Forts...Castles really. I am planning to include your stone forts in my SS6.4 as well. More to represent the many, many castles in the medieval world. This would be a good addition to SS or other mods that use a large map and thus limit the number of castles. The Crusader States for instance have a hand full of castles but in fact they build and occupied hundreds during Latin Levant. Placing these a key locations will make things much more fun and more of a task for conquest of some regions.
I have a few submods and personal edits in SS already that I do not want to loose so am I right to use your manual instructions to avoid messing things up??
If I do what you have instructed will that create problems when running Geomod? Or should I wait till I finished my mod and add the forts last?
Geomod doesn't messes up any files if you are familiar with it but imo if you aren't then mod in the changes at last after making a backup.
Huh, it's been so long are the first page instructions still the way to go? Is there anyway to make them more user friendly?
ED: If I have set the forts to be build-able AND destroyable, do I still need to insert region names (step 8)? I know when I did it before I was able to set them to buildable and permanent.
Last edited by SSJPabs; April 29, 2011 at 03:49 AM.
Song of Victory: A Lithuanian's Tale - Last Update dJanuary 19!
Reconquista: An Iberian Romance AAR - Completed!
The Turks 2 (Crusade AAR, No Roleplay) - Completed!
Nothing has changed.
I am not sure if setting stone forts to buildable and destroyable actually works - I thought I heard that the battle model reverts back to the wooden fort but cannot confirm this.
Can't make it much more user friendly if you use the attached 'installer'.
im just adding watchtowers at the moment, i have one in successfully!
but i just need some clarification on a couple of things:
region Provence
farming_level 0
famine_threat 0
watchtower 200 180
^this what i've added so far and a watchtower has appeared^
this is what appears in descr_regions:
Provence
Marseille
france
French_Rebels
117 198 13
none
5
9
religions { catholic 80 orthodox 0 islam 0 pagan 15 heretic 5 shaman 0 }
regarding the red numbers and these:
farming_level 0
famine_threat 0
should they be written like this:
farming_level 5
famine_threat 9
or is the 0, just a default number and is overwritten by descr_regions anyway?
i've checked the brittania campaigns descr_strat and they are all written in:
farming_level 0
famine_threat 0
thanks!!
Last edited by danny X; June 29, 2011 at 03:00 AM.
also, i would like to add watchtowers as unbuildable, how would i do this?
i get fed up with the ai putting them in such daft places!!
This is a left over from RTW in descr_strat and needs to be there (but has no influence whatsoever)farming_level 0
famine_threat 0
This is the correct way of entering in descr_regions - check Creating a World – Adding detailed Regions for more5
9
Not possible afaik, but then you could try to remove the action in descr_characters:watchtowers as unbuildable
Code:actions moving_normal, ..., building_fort, building_watchtower wage_base 200 starting_action_points 100
thanks for the reply but.....
do i need to add the 5 and the 9 when im putting in the watchtowers in descr_strat?
im not sure if it makes any difference, but would save alot of time!
I didn't write anything like that in manual, so you really don't have to do it. The two entries are completely separate\different and have no influence eon each other.
descr_strat
descr_regionregion Provence
farming_level 0
famine_threat 0
watchtower 200 180
Provence
Marseille
france
French_Rebels
117 198 13
none
5
9
religions { catholic 80 orthodox 0 islam 0 pagan 15 heretic 5 shaman 0 }
Zero is fine in descr_strat, we have been using it in 1648 and never had a problem - it simply confirms that the value entered has no effect on the game. But it has to be there as the game engine appears to have some old code left from RTW that requires these entries.
cool, i'll leave them as zero, will save alot of time!! i've checked the farming levels on the campaign map and they're still medium fertility etc.
thankyou for all your help!