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

  1. #121
    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 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.










  2. #122

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

    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.

  3. #123
    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

    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):
    Installation:
    Unzip the fix
    Copy them into your \Medieval II Total War\mods\crusades folder
    Use io switch
    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.
    I can't say if cultures build their specific forts, but one assume that that will be the case.










  4. #124

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

    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.

  5. #125
    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

    I believe the battle models will be still the wooden forts.

    SS might actually have stone forts already.










  6. #126

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

    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

  7. #127
    gilgalad's Avatar Libertus
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    Default Re: Creating a World - Stone Forts on the Battle Map

    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??

  8. #128

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

    Quote Originally Posted by gilgalad View Post
    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??
    Yes you are good to go they won't conflict with your modded version of SS.

  9. #129
    Derpy Hooves's Avatar Bombs for Muffins
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    Default Re: Creating a World - Stone Forts on the Battle Map

    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?



  10. #130

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

    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.

  11. #131

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

    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.

  12. #132
    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

    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'.










  13. #133

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

    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.

  14. #134

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

    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!!

  15. #135
    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

    farming_level 0
    famine_threat 0
    This is a left over from RTW in descr_strat and needs to be there (but has no influence whatsoever)
    5
    9
    This is the correct way of entering in descr_regions - check Creating a World – Adding detailed Regions for more
    watchtowers as unbuildable
    Not possible afaik, but then you could try to remove the action in descr_characters:
    Code:
    actions         moving_normal, ..., building_fort, building_watchtower
    wage_base        200
    starting_action_points    100










  16. #136

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

    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!

  17. #137
    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

    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
    region Provence
    farming_level 0
    famine_threat 0

    watchtower 200 180
    descr_region
    Provence
    Marseille
    france
    French_Rebels
    117 198 13
    none
    5
    9

    religions { catholic 80 orthodox 0 islam 0 pagan 15 heretic 5 shaman 0 }










  18. #138

    Default Re: The Grail of the seven Forts (How to get Stone Forts on the Battle Map)

    Quote Originally Posted by Gigantus View Post
    Apart from the numerical value for farming and famine I don't see any problem.
    i was just asking because in post 52 page 3 you suggest there may be something wrong with having them set as zero.

    sorry to get you going back a few years!!

    im just wanting to make sure i get things ok before i get in a muddle!

  19. #139
    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

    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.










  20. #140

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

    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!

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