Is it possible to make the map bigger like in Medieval 2?
Is it possible to make the map bigger like in Medieval 2?
It is when the Map is decoded and we have tools to work with... which might be in far future or maybe never.
Do not be so pessimistic Primergy.![]()
One day we will be able to have the missing informations I am sure (thank to the Team, CA or both).
just a little discovery
numbers in sea_grids.esf are trade segments
now I need to understand how are calculated grid connections and my knowledge about sea_grid is complete
Last edited by PietroMicca; June 06, 2011 at 07:39 PM.
+ Rep Pietro!
alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
_______________________________________________________
Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).
Just want to ask you a question: is it possible to change the type of an improvement? like i don't know, making a vineyard a farm or make an iron mine a gold mine?
two questions
-there's nobody who could give me a kind of summary of our knowledge about startpos.esf
-how it's possible add a fort from in startpos?
http://www.twcenter.net/forums/showthread.php?t=272139 here this should be what your looking for.
I have no hope that the map will be cracked. I waited and waited and still nothing with very minor advancements. We can't even crack the factions for TWS2, let alone crack maps. TW modding is dead, RIP.
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Meh. Their loss, since they'll lose a significant portion of their customers.
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On the contrary, I'm pretty sure the map will be cracked with diligence and effort. Keep in mind the map gurus aren't payed to do that, they do it in their free time. So advances come at their pace.
Also, negative comments don't help much.
alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
_______________________________________________________
Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).
I agree on this point, but i have doubts that there ever will be usable tools :/.I'm pretty sure the map will be cracked with diligence and effort
Well... sucks to be use then Primogy, since you're one of the few that will have to make the maps since you have the program needed.
I may be able to use my lab computer to do a few things with this program too, but I have no experience in it and I doupt it would be easy. Still, it never hurts to ask:
Primogy with your experience is 3dmax easy to use?
alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
_______________________________________________________
Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).
Don't worry about that, a fair few modders use 3dsMax for unit making so there are more than enough people who could potentially learn how to edit warscape maps when they are cracked.
3dsMax is pretty hard going at first but once you beat that initial steep learning curve it gets much easier and is IMO is more intuitive than something like Milkshape (which i can't stand to use these days).
I don't care about the pathfinding.esf problems, I just want to know how to make a new resource. I Know I wont be able to leave it with a unit, but I don't care. Would making a new resource be like adding a new slot to a four slot city- because I suspect it's almost the same but with a different region_slot_array not in the city. I don't know I anybody has tested this, but If I was to place a fort at the same exact coordinates as a new resource, would I be able to enter and exit the fort as opposed to the rescourece, thereby bypassing the need to edit pathing? This occurs to me because a fort is like a region slot. They can be created on the fly, and obviously make a change to path-finding.esf so that an army can go in/out of Them.
Indeed it isn't easy, but you only need few functions for maps (based on our actual knowledge of the map), which can be learned.I may be able to use my lab computer to do a few things with this program too, but I have no experience in it and I doupt it would be easy. Still, it never hurts to ask:
Primogy with your experience is 3dmax easy to use?
Yes adding new resource is much the same as adding a new slot to a settlement. The main difference is that you need to add a new region_slot instead of a settlement slot in the CAI files. Also you need to add the new resource to the DB tables in the main.pack.
In this thread I've uploaded the regions.esf and startpos.esf for a new corn resource in the Cherokee Territory (the DB tables don't need to be edited as it's a Warpath resource). You can use it to test whether adding a fort in the same location as a resource will fix this problem.
http://www.twcenter.net/forums/showt...71#post8545671
Morning Sun (adds Korea and China to the Shogun 2 map)
http://www.twcenter.net/forums/forum...28-Morning-Sun
Expanded Japan mod (97 new regions and 101 new factions)
http://www.twcenter.net/forums/showt...ew-factions%29
How to split a region in TWS2
http://www.twcenter.net/forums/showt...split-a-region
Eras Total Conquest 2.3 (12 campaigns from 970-1547)
I don't think it will work that way. I have to have built the fort in-game beforehand (hybrid startpos), and then add the resource at the forts coordinates, because you can't build a fort on a resource in-game, and if i manually create a fort in esf editor, it won't make the entries into path finding esf.
I have been successful, to a degree. I have placed a new farm (sheep:Scotland:central_lowlands) in the same spot as a fort. I can enter and leave the tile, but i can't upgrade the farm. I am trying to delete the fort from the CAI and fort_array to see if the pathfinding for that tile remains. (If this doesn't work, I'll just place the resources really remotely in the highlands where half of everything is impassable so no armies will be there anyway).