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  1. #1

    Default Placing watchtowers with MedievalShield

    Greetings,

    I was wondering if you can place watchtowers on the map just like spawning units. This would be useful because I hate the beginning where all of your land is in fog of war.

    I don't want to toggle the fow because that is a bit too much in my opinion, gives me too much of an advantage (and my pc dies because of the enemy movement - so I would have to put it off).

    So, how do you spawn watchtowers on the map with Medieval Shield?
    And what is the command to find coordinates on the map?

    Cheers,
    -Q

  2. #2
    JorisofHolland's Avatar Primicerius
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    Default Re: Placing watchtowers with MedievalShield

    I believe you can add them in descr_strat.txt. The command is "show_cursorstat", it tells you the coordinates of your cursors.
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  3. #3
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Placing watchtowers with MedievalShield

    Joris is right. You can only place them on the map in descr_strat.txt before the campaign starts. You can't spawn them with a command once the game starts.

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  4. #4

    Default Re: Placing watchtowers with MedievalShield

    Ok thanks, but how are they written in descr_strat?

    I like it completely dark - forces you to use Spies more often early game, until you can afford to place watchtowers down, and the Spies then move out. Got to get the balance right.
    I think it's completely odd that you can't view your own lands. It makes sense for enemy lands but 3 tiles away from your towns? No thanks. Too much micromanagement.

  5. #5

    Default Re: Placing watchtowers with MedievalShield

    I like it completely dark - forces you to use Spies more often early game, until you can afford to place watchtowers down, and the Spies then move out. Got to get the balance right.

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  6. #6

    Default Re: Placing watchtowers with MedievalShield

    The code goes at the end of the file descr_strat.txt

    ; >>>> start of regions section <<<<
    region (you put region name here without brackets)

    farming_level 0
    famine_threat 0
    watchtower (coordinates without brackets)



  7. #7
    JorisofHolland's Avatar Primicerius
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    Default Re: Placing watchtowers with MedievalShield

    so it could be like:
    region Venice_Region

    farming_level 0 ; Should this match descr_regions.txt?
    famine_threat 0 ; No idea what this is, doesn't matter either
    watchtower 1 , 1
    watchtower 5 , 6
    The Enemy of Human Souls
    Sat grieving at the cost of coals;
    For Hell had been annexed of late,
    And was a sovereign Southern State.

  8. #8

    Default Re: Placing watchtowers with MedievalShield

    exactly-the region matches the earlier mention in descr_srat

    for example, putting a watchtower in York, look up York in the descr_srat and you find this entry:

    settlement
    {
    level town
    region York_Province

    year_founded 0
    population 1500
    plan_set default_set
    faction_creator england
    ......etc

    the script for a watchtower looks like

    region York_Province

    farming_level 0 (never seen these as anything other than 0)
    famine_threat 0 (again, always seems to be set at 0)
    watchtower (tab) 69 239

    delete map.rwm in
    C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\data\world\maps\base,
    start a new campaign and there will be a watchtower in York near the Scottish border to keep an eye on those rascals.



  9. #9
    Gorrrrrn's Avatar Citizen
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    Default Re: Placing watchtowers with MedievalShield

    farming_level 0 (never seen these as anything other than 0)
    famine_threat 0 (again, always seems to be set at 0)
    Actually you don't need to put these in at all if you don't want to.
    My descr_strat with preplaced stone forts omits them entirely and the game works just as well.

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