@wolfslayer
T
hanks for the feedback, if you get anything else from test results please let us know
btw, .worldpkgdesc's don't need to be in same folder as .world
I mention that not because its an advantage, but more normally a problem.... if you make back-ups of your castle / settlement / fort folders and end up with multiple copies of .worldpkgdesc's in 'copy of... ' folders inside the settlements folder they all still get read, and result in complete mess in terms of what appears in battle!
Every pkg file in settlements is read and kept in memory, it's best to keep your data folder as clean as possible.
I always 7z files I want to back up and usually but not always move them outside my data folder ) or else they are cached when you start game).
Or I rename the pkg (fort_z.worldpkgdesc.1) if I want to disable the settlement without moving..
As long as you have a packagedb.txt in the root of your mod/data your mod/settlements pkgs always have priority before vanilla/settlements and they should only be read from /settlements:
packagedb.txt
; List of directories to search for packages
.\settlements
that's also part of reason why I don't seem to be able to completely control custom battle variants... game seems determined to read data level .worldpkgdesc's in addition to modfolder ones even if they have same names and paths
packagedb.txt!
Once again mod folder as clean as possible ;-)
You can put worldpkgdesc file anywhere in /settlements, as long as they contain the right path to the model they reference.
If I create 2 buildable forts for 1 faction the one that comes first alphabetically will always load.
(fort_a always loads, fort_b, never)
If you do faction specific forts do you know how game determines which faction its loading? For built on map ones presumably it's according to leader who built it? But if you have fixed ones in strat, will that relate to the faction initially in charge of the region, or change if control changes?
Preplaced forts dont need a faction (faction any), they are owned by the region faction_creator in desc_strat.
I recommend starting a new campaign in windowed mode with debugview running, sometimes a spot that looks valid is an "invalid tile" and the new fort won't show up or the new campaign will crash, any errors in compiling the new campaign usually show up as long as you have *trace and *script etc. added to your ss.cfg.
There is also tag in desc_campaign_db.xml that needs exploring.
<display>
<character_selection_radius float="0.3"/>
<character_selection_height float="1.3"/>
<character_selection_height_crouching float="1.0"/>
<diplomacy_scroll_height uint="768"/>
<recruitment_sort_simple bool="false"/>
<faction_standing_min float="-1.0"/>
<faction_standing_max float="1.0"/>
<use_orig_rebel_faction_models bool="true"/>
<keep_original_heretic_portraits bool="true"/>
<alt_sett_order_colours bool="true"/>
<standard_soldier_limit uint="1000"/> <!-- Used to specify range for amry standards (banners) -->
<standard_soldier_level_scale uint="50"/> <!-- Used to scale army size display compared to standard range specified above -->
<show_slave_religion bool="true"/>
<use_faction_creator_sett_models bool="true"/>
<enable_radar_zoom bool="true"/>
<hud_tab_text_vert_offset float="0"/>
<show_building_browser_castles bool="true"/>
<separate_games_races bool="true"/>
<clear_battle_models_on_new_faction bool="false"/> <!-- Are unique battle models cleared when a character changes factions -->
</display>
Whether it functions for strat or battle or both models needs testing, I know when a general builds a fort
in my game, it stays that fort regardless who captures/recaptures it.
Perm forts and buildable forts MUST have a separate worldpkgdesc with a different name for the settlement for the same model. Plus a .worldcollision model that matches the settlement name in worldpkgdesc (the name before the path to the .world model)..
If you wonder why I'm asking and don't know that already... We're developing these to be used (with additions / alterations ) in place of smaller settlements to suit the less populated areas of mod, so I've been testing mainly against settlement sieges rather than forts.
You can use any fort as any settlement level for any faction. I could replace huge_city Constantinople with your square fort right now in a few minutes just by altering the worldpkgdesc file. Nothing changes in the city as far as its development is concerned, only the battle model (and if damaged, it would have to be repaired or show up damaged next battle)
I'll try and elaborate more on these topic to make them more understandable and make a few corrections when I get time.. WS