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Thread: 9 World Wonders Tutorial

  1. #1
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    Default 9 World Wonders Tutorial

    Ever wanted to add Stonehenge (ala Arthurian TW) to the game, or some other wonder and not lose any of the default 7 well you're in luck.

    Here's a quick and dirty guide to adding two extra wonders to the game. I was fixing various sound problems with RS1.5 and came across the following code in descr_sounds_stratmap.txt:

    Code:
        what landmark
            wonder    temple, statue, pyramids_and_sphinx, mausoleum, pharos, colossus, stonehenge, barge, gardens
                event
                    folder data/sounds/SFX/Environment/Structures
    
                end
    Since this code didn't cause the engine to bark, it got me thinking if the engine recognizes stonehenge and barge here, where else? Gotthard, another coder on the RS team had suggested the exe seemed to allow for 9 wonders.

    So with this in mind I decided to see if I could add extra wonders into the game. Here's what you need to add:

    In text\landmarks.txt:
    Code:
    {stonehenge_title}                Title
    {stonehenge_short_descr}            Short Description
    {stonehenge_long_descr}            Long Description
    {stonehenge_effects}            Effects Description
    {barge_title}                Title
    {barge_short_descr}            Short Description
    {barge_long_descr}            Long Description
    {barge_effects}            Effects Description
    In models_strat (models for the wonders):
    wonder_stonehenge.cas
    wonder_barge.cas

    In descr_offmap_models.txt change the model entries for stonehenge and barge to wonder_stonehenge.cas and wonder_barge.cas (for consistency, though they can probably be named anything).

    In descr_sm_landmarks.txt add new entries for barge and stonehenge, update information to match (see below).

    In models_strat\textures add the textures that each model needs:

    In ui\wonders (UI Pictures):
    stonehenge.tga
    barge.tga

    In world\maps\campaign\<campaign name>\descr_strat.txt:
    Code:
    ;In the landmark section add, where X1, Y1 and X2,Y2 are the map coordinates for stonehenge and barge respectively
    
    landmark    stonehenge    X1,    Y1
    landmark    barge    X2,    Y2
    At this time, no comprehensive testing has been done on what if any bonuses are inherent with these new wonder entries.
    Last edited by Squid; October 15, 2008 at 05:04 PM. Reason: Removed the descr_landmarks_lookup.txt bit, it wasn't supposed to be in the final version :)
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  2. #2

    Default Re: 9 World Wonders Tutorial

    Great find!! Nice work Squid, Gotthard and RS!

  3. #3
    Legio's Avatar EMPRESS OF ALL THINGS
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    Default Re: 9 World Wonders Tutorial

    So I can only add two more wonders to the game? :hmmm:

  4. #4

    Default Re: 9 World Wonders Tutorial

    This is very cool



    Can you also add another wonder to the line in the first code section?
    Code:
        what landmark (scroll to the right =>)
            wonder    temple, statue, pyramids_and_sphinx, mausoleum, pharos, colossus, stonehenge, barge, gardens, ie_here
                event
                    folder data/sounds/SFX/Environment/Structures
     
                end
    Last edited by Pat89; October 15, 2008 at 05:09 PM.

  5. #5

    Default Re: 9 World Wonders Tutorial

    Quote Originally Posted by Legio Caesar View Post
    So I can only add two more wonders to the game? :hmmm:
    You can add two more without causing problems with the game.

    If you want, you should be able to add more at the expense of one of the existing wonders.

  6. #6
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    Default Re: 9 World Wonders Tutorial

    Great find SquidSK

    Have you tested or has anyone tried to add an additional wonder beyond the 9?
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    Default Re: 9 World Wonders Tutorial

    It hasn't been tested, but given that these 9 are explicitly listed in the exe, I'd be a bit surprised if more could be added.
    Under the patronage of Roman_Man#3, Patron of Ishan
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  8. #8

    Default Re: 9 World Wonders Tutorial

    Oddly enough, the older rtw gets and the more you`d think everything is covered and already dusty, the more surprising things are being learned and showed. You deserve congratulations for your finds.

  9. #9
    HouseOfHam's Avatar Primicerius
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    Default Re: 9 World Wonders Tutorial

    Yeah, the End of Days mod uses all 9, I believe.
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  10. #10
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    Default Re: 9 World Wonders Tutorial

    Awesome find. Good job, guys!
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

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  11. #11
    Libertus
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    Default Re: 9 World Wonders Tutorial

    i have succeded in activating stonehenge wonder and placing it on the map. when i conquered the region the visible effect taht i could see was that in nearby settlement (in fact the only region i controlled) happiness raised from 145 to 165. (a big boost!!!)
    i just tried the same with another faction and in all settlements the raise in happines was by 20%

    one other thing i noticed, capturing a zeus wonder boosts happines which depletes with each turn, but it comes down to 10% and stays there. stonehenge depleted to 0. (?)
    Last edited by tamabald; November 28, 2008 at 07:16 PM.
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  12. #12
    Quinn Inuit's Avatar Artifex
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    Default Re: 9 World Wonders Tutorial

    Ah, good to know, thanks.

    Anyone know what the Barge is?
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

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  13. #13

    Default Re: 9 World Wonders Tutorial

    So they work exactly the same as in RTW:BI. Where can the wonders be seen? Are they on the campaign map in a region like the pyramids or are they in the settlements like a building?
    "If you're boring, no amount of paintballing or high-speed white-water prostitution will change this."





  14. #14

    Default Re: 9 World Wonders Tutorial

    Wonders are landmarks, they are placed on the start-map. The "wonder-style" buildings which go into settlements that various mods use, are a different thing.

  15. #15

    Default Re: 9 World Wonders Tutorial

    Ok. Thanks for that.
    "If you're boring, no amount of paintballing or high-speed white-water prostitution will change this."





  16. #16

    Default Re: 9 World Wonders Tutorial

    Quote Originally Posted by florin80 View Post
    Oddly enough, the older rtw gets and the more you`d think everything is covered and already dusty, the more surprising things are being learned and showed. You deserve congratulations for your finds.

    I was surprised to see a stonehenge in my update of the Tsin mod, it was a small stone henge just outside a city when I went into a battle, now how did that happen ? :hmmm:

  17. #17

    Default Re: 9 World Wonders Tutorial

    Oh this is cool,you can also add the more wonders of the ancient greek world yihaaaaaaaaa,and for other mods like Inca something unique there. Great find congats..
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  18. #18

    Default Re: 9 World Wonders Tutorial

    Is it possible to add movies to these landmarks ? Like when you capture the Hanging gardens for instance .

    If that'd be possible , it would be able to script movies (with a large workaround ^^)

  19. #19
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    Default Re: 9 World Wonders Tutorial

    You should be able to, if you look in descr_sm_landmarks the movies are specified per wonder, presumably if you changed the movie for the new entries to your custom movie it would use that. Test it out and let me know what happens.
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  20. #20

    Default Re: 9 World Wonders Tutorial

    Alright , thx , I'll try it out

    Btw , where are the textures for the landmarks (so not the models , or that weird shadow file that's just black with alpha ) ?
    Last edited by Killerbee; June 23, 2009 at 11:58 AM.

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