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Thread: Creating a World - Bare Geomod

  1. #61
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Bare Geomod

    - Bare Geomod uses the kingdoms.exe - in the normal (non-gold) version you needed to have the kingdoms disk inserted.
    - Check if the path of the installation is correct: ...\Medieval II Total War\mods\Bare_Geomod
    - If all else fails, go here: Medieval II: Total War Technical Help, this will be a technical error, not a mod error.










  2. #62
    Derpy Hooves's Avatar Bombs for Muffins
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    Default Re: Creating a World - Bare Geomod

    Yesterday I re-downloaded the Bare Geomod, and when I started up the Geomod tool I tried changing the owner of a region to rebels, however there were no rebels to change it to, though there was a Minor Kingdom faction. Is the Minor Kingdoms faction supposed to be the rebels



  3. #63
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    Default Re: Creating a World - Bare Geomod

    That is correct. That is the official description of the rebel faction in the base game.










  4. #64
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    Default Re: Creating a World - Bare Geomod

    I don't know if this would cause a problem, but if I put the Saxons and Normans playable along with the other usually playable factions. Would this cause a problem?



  5. #65
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    Default Re: Creating a World - Bare Geomod

    I don't see how that could cause a problem. As long as they have a settlement and a leader they will be playable.

    The only factions that shouldn't be made playable are the Papal States and the Rebels as these factions have special attributes that don't work properly when played by the player and not by the AI.










  6. #66

    Default Re: Creating a World - Bare Geomod

    I dont have kingdoms so can i not use bare geomod, if i cant what do i do?

  7. #67

    Default Re: Creating a World - Bare Geomod

    No you can't use it then, although with some default vanilla files and change in the .bat file one can use it for medieval2.exe.

  8. #68
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Bare Geomod

    You can still use Bare Geomod, but you cannot run it.

    I have compiled and tested a version of Bare Geomod for use with the medieval2 EXE (vanilla). See the first page attachments for download.
    Last edited by Gigantus; January 18, 2011 at 01:18 AM.










  9. #69

    Default Re: Creating a World - Bare Geomod

    Ive tries using the vanilla files bare geomod but it comes up with a really weird error message saying

    uh oh this inst good. no idea why exiting now sorry pal


    I have no idea what it means and im rather puzzled.

  10. #70
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    Default Re: Creating a World - Bare Geomod

    The error message is my idea of humor. It is a replacement for the normal error message. Check the log if it gives a detailed [error] message.

    Did you delete the old installation of Bare Geomod? If not, delete the complete Bare Geomod folder and then re-install. The medieval version will install into the same folder, thereby mixing up med2 and kingdom files which causes a crash.
    Last edited by Gigantus; January 18, 2011 at 11:52 AM.










  11. #71
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    Default Re: Creating a World - Bare Geomod

    I have a problem:
    I have changed the map sizes using Gimp, however now when I try editing the mod with Geomod, Geomod crashes
    I should note that I did not do anything to the water_surfaces.tga file
    Where did I go wrong?



  12. #72
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    Default Re: Creating a World - Bare Geomod

    Does Geomod give any error messages or does it simply crash at a certain percentage? If so, please state the percentage.

    Water_surface.tga is always 256*256 - no need to edit.

    General note: the two most common errors after resizing a map are a) surplus river pixels in map_features, b) surplus or missing pixels (settlement and port) in map_regions










  13. #73
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    Default Re: Creating a World - Bare Geomod

    It stops at 99%

    Technically I did not resize the map, I made new maps but they are a different size than vanilla
    My map_regions is sized at 228*167
    If that helps



  14. #74
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    Default Re: Creating a World - Bare Geomod

    This is the new chapter in my manual (not published yet) which deals with freezes:

    Freezes

    A freeze is a program crash without an exit from the program. The freeze referred to here happens either during opening of the mod or when saving it. When this happens, make a note of the percentage displayed in the progress bar and look up the possible cause in the list below.
    - 0% religions
    - 1% rebel factions
    - 2% resources
    - 3 - 6% resources' names, buildings or hidden resources
    - 7% cultures or factions
    - 8% regions
    - 9% regions' names (city, province, legions)
    - 10% resources in descr_regions, historical events or mercenaries
    - 11% descr_sounds_musics_types
    - 12 - 47% character's names
    - 48% victory conditions
    - 49 - 55% ancillaries
    - 56 - 66% character traits
    - 69 - 78% units
    - 79 - 86% descr_strat.txt
    - 87 - 94% campaign's characters
    - 95% campaign's towers and forts
    - 96 - 97% descr_terrain.txt, loading maps
    - 98% fog and cities & ports maps
    - 99% resources and characters maps
    So my educated guess would be an issue with descr_regions as I mentioned - you haven't changed anything other then the map graphics (and descr_terrain) I assume?
    Can I also assume that you resized the graphics using the "Interpolation - NONE" option in GIMP?










  15. #75
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    Default Re: Creating a World - Bare Geomod

    When you say map graphics do you mean the map files like map_regions.tga.
    If so then yes all I did was change descr_terrains and map graphics

    Do you think it could that some characters, ports, resources and cites are not on the map?
    Last edited by Derpy Hooves; February 15, 2011 at 12:00 PM.



  16. #76
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    Default Re: Creating a World - Bare Geomod

    Solved it
    The problem was that Geomod did not know where the ports, characters, settlements and resources were supposed to go



  17. #77
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Bare Geomod

    Quote Originally Posted by swordofjanak View Post
    Solved it
    The problem was that Geomod did not know where the ports, characters, settlements and resources were supposed to go
    Please explain in more detail what you fixed, it could be of interest to put into the error fixing part of my manual.










  18. #78
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    Default Re: Creating a World - Bare Geomod

    What I did was open up the descr_strat file and I deleted all of the characters, resources and settlement entries but I did not delete anything else



  19. #79
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    Default Re: Creating a World - Bare Geomod

    You need at least one faction with one character, I recommend two playable factions and the rebel faction - and each playable faction needs at least one character and one settlement. I guess that's where Geomod's problem lies.

    For Geomod it is not really needed to do all the deleting, but it can make life easier. I usually recommend to set up two factions (minimalistic as above) and then move all settlements under the rebel faction entry. Deleting all other characters and the resources is in order if you want to re-arrange the whole map.
    Keep in mind that the capitals of the factions have to be at the top of the descr_regions list if you have multiple settlements assigned to a faction. You can also move that region's spot upward within Geomod.

    Quote Originally Posted by The manual, page 18
    Setting the faction’s capital

    Geomod will write the regions into the descr_strat file as they appear in the list. This presents a problem when it comes to the capital of a faction: it has to be the first region entered in a faction’s section in that file. To overcome the problem, simply highlight your region of choice and use the directional arrows to the right to move it to the top of the list.










  20. #80
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    Default Re: Creating a World - Bare Geomod

    Hello Gigantus.
    I didn't have much time to mod these past months but I started my Komnenoi Total War project again now.
    I installed Geomod and then I put the folder Bare_Geomod in MTW2/mods.
    Then, following on your manual about the DEMIS map project, I created the needed files and pasted them in data/world etc.
    When I open up Geomod it says "wrong dimensions". Could you give it a try if you got time?


    I uploaded the files for you.
    Under the patronage of Emperor Maximinus Thrax
    "Steps to be taken in case Russia should be forced out of war considered. Various movements [of ] troops to and from different fronts necessary to meeting possible contingencies discussed. Conference also weighed political, economic, and moral effect both upon Central and Allied powers under most unfavorable aspect from Allied point of view. General conclusions reached were necessity for adoption of purely defensive attitude on all secondary fronts and withdrawing surplus troops for duty on western front. By thus strengthening western front [those attending] believed Allies could hold until American forces arrive in numbers sufficient to gain ascendancy."
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