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  1. #1

    Default Disabling Walls

    Does anyone no if it's possible to completely get rid of walls from Medieval II or Kingdoms? From some historical research and help from the history buffers here on TWC, I have gathered that the Mesoamericans (with the exception of the Maya) did not possess walled settlements. When playing a custom battle, everything above fort must have Level 1 defences. In the campaign, walls are required to upgrade settlement level, and once in place, cannot be destroyed by the player. Is it possible to get rid of the walls or is that hardcoded? How would I go about this?

  2. #2
    Opifex
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    Default Re: Disabling Walls

    Just look in export_descr_buildings.txt, and disable whatever you want there.

    Of course you then have to make sure no factions are given walls in your imperial campaign's descr_strat.txt. And, check that walls aren't referenced by advice files. The game will inform if any of these steps are missing, if you set your log file to trace.


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  3. #3

    Default Re: Disabling Walls

    I removed mesoamerican culture from the requires faction line of all walls in the edb, however, upon loading custom battle I still have to set Mesoamerican city defences to Level 1 (therefore the city is walled) and in the campaign cities still have walls because of descr_strat. The only difference is that no walls can be built for the Mesoamericans and therefore settlements cannot be upgraded past what they are at the beginning of the campaign.

    I then removed the core building stone_walls from Tenochtitlan in descr_strat, but of course, as I had suspected, the campaign won't load and the error log records that it cannot create Level 3 settlement without a core building.

    ASIDE:
    set your log file to trace
    I acutally write "trace" instead of "error" in my config file?

    So now my dilema is that I cannot have a high level of settlment unwalled because the game requires the walls for each new level. Perhaps I can create a new edb entry or building that will let the Mesoamericans upgrade settlement level in place of walls. Is there a guide to edb out there somewhere?

    EDIT: I can't seem to find a file that says a city requires stone walls etc... Is this information about settlement levels all contained in the edb? What I'm trying to do is make stone walls not neccessary for the city level. My ultimate goal is to get the city on the battlemap to have no walls at all.
    Last edited by Spartos; August 26, 2008 at 09:38 AM.

  4. #4

    Default Re: Disabling Walls

    Unfortunately the wall of the city on the battle map is linked to the core building level. I tried to make the Town Hall buildings the core buildings and make the walls a separate building (like in RTW). However a huge city with a wooden pallisade still looks like a huge city with a huge wall on the campaign map, rather than a huge city with a wooden pallisade.

    Though I didn't test whether the wall was weaker when it only had the strength of a wooden pallisade.
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  5. #5
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Disabling Walls

    Quote Originally Posted by uanime5 View Post
    Unfortunately the wall of the city on the battle map is linked to the core building level. I tried to make the Town Hall buildings the core buildings and make the walls a separate building (like in RTW). However a huge city with a wooden pallisade still looks like a huge city with a huge wall on the campaign map, rather than a huge city with a wooden pallisade.

    Though I didn't test whether the wall was weaker when it only had the strength of a wooden pallisade.
    Well the campaign map model can be defined per faction I believe, it just looks up Huge City so yes, it is displaying a huge city, and the displayed walls don't fluently change separate from the settlement. However if you made a different building the core building, and made it so the faction could not build past wooden walls, then made a strat map model showing a huge city with wooden walls, this would work to an end. You still can't achieve the wall changing separate of the city though, because it's all one strat map model.

    Same goes for the battle map models to my knowledge. Again if you had all the requisite knowledge you could change the walls of the battle map settlement layout, but it would still be applied to a certain core city type, not separated wall per wall.

    Cheers,
    Augustus

  6. #6

    Default Re: Disabling Walls

    So what you're saying is that it's not possible right? I guess then that the wall model is attached to the model of the rest of the city, is that correct? There's no way to disable it?

    Would it be possible to create a new level of city that doesn't have any walls?

  7. #7

    Default Re: Disabling Walls

    Thanks for the help everyone, it looks like this one is impossible, at least for now. It sealed it for me when I entered the battled editor and placed the city world files on the map. The whole thing is just one model and cannot be edited successfully yet. We just have to pray that Argantonio and KnightErrant make a significant breakthrough in their progress with the world files.
    http://www.twcenter.net/forums/showthread.php?t=166329

  8. #8

    Default Re: Disabling Walls

    What happens when you take the line for example, wall_level 0 and tower_level 1 out of wooden palisade?

  9. #9

    Default Re: Disabling Walls

    I've tried that, to no avail, however I'm fairly certain it references something in descr_walls and corresponds to the strength of the walls, their flammability and gate durability. Interestingly, in descr_walls itself, I removed three entries (levels) of walls. Level 1, 2 and 3 I removed, and upon making a custom battle I noticed that, instead of only being able to select Level 1 for certain settlements, I could select all 3! I assume then that the data for wall strength would come from Level 4 as it is the lowest level which I did not remove from descr_walls.

    This is interesting, however it changed nothing graphically on the battlemap. Settlements that would normally fall under the None level for defences still only had that as an option. No settlement that has defences Level 1 and up could be changed to None.

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