Page 36 of 85 FirstFirst ... 1126272829303132333435363738394041424344454661 ... LastLast
Results 701 to 720 of 1797

Thread: Guide to the ETW map

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Guide to the ETW map

    Is it possible to make the map bigger like in Medieval 2?

  2. #2
    Primergy's Avatar Protector of the Union
    Join Date
    Mar 2009
    Location
    Augsburg
    Posts
    2,491

    Default Re: Guide to the ETW map

    It is when the Map is decoded and we have tools to work with... which might be in far future or maybe never.

  3. #3
    Flikitos's Avatar Campidoctor
    Join Date
    Dec 2009
    Location
    France
    Posts
    1,661

    Default Re: Guide to the ETW map

    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).

  4. #4
    Ordinarius
    Join Date
    Jul 2009
    Location
    Italy
    Posts
    737

    Default Re: Guide to the ETW map

    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.

  5. #5
    alhoon's Avatar Comes Rei Militaris
    Join Date
    Apr 2008
    Location
    Chania, Greece
    Posts
    24,223

    Default Re: Guide to the ETW map

    + 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).

  6. #6

    Default Re: Guide to the ETW map

    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?

  7. #7
    Ordinarius
    Join Date
    Jul 2009
    Location
    Italy
    Posts
    737

    Default Re: Guide to the ETW map

    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?

  8. #8

  9. #9
    eregost's Avatar Primicerius
    Join Date
    Sep 2009
    Location
    London, the capital of capitals.
    Posts
    3,227

    Default Re: Guide to the ETW map

    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.
    Rep me and leave your name and I promise on pain of death to rep you back!

    JOIN THE RTW ALL HUMAN MULTIPLAYER HOTSEAT CAMPAIGN HERE!

  10. #10

    Default Re: Guide to the ETW map

    Meh. Their loss, since they'll lose a significant portion of their customers.

  11. #11

    Default Re: Guide to the ETW map

    Quote Originally Posted by eregost View Post
    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.
    Maybe if you helped you would understand how significant some of these advances have been.
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

  12. #12
    alhoon's Avatar Comes Rei Militaris
    Join Date
    Apr 2008
    Location
    Chania, Greece
    Posts
    24,223

    Default Re: Guide to the ETW map

    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).

  13. #13
    Primergy's Avatar Protector of the Union
    Join Date
    Mar 2009
    Location
    Augsburg
    Posts
    2,491

    Default Re: Guide to the ETW map

    I'm pretty sure the map will be cracked with diligence and effort
    I agree on this point, but i have doubts that there ever will be usable tools :/.

  14. #14
    alhoon's Avatar Comes Rei Militaris
    Join Date
    Apr 2008
    Location
    Chania, Greece
    Posts
    24,223

    Default Re: Guide to the ETW map

    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).

  15. #15
    Campidoctor
    Join Date
    Jun 2006
    Location
    Southampton, UK
    Posts
    1,563

    Default Re: Guide to the ETW map

    Quote Originally Posted by alhoon View Post
    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?
    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).
    Last edited by bobbin; June 21, 2011 at 04:10 PM.


  16. #16

    Default Re: Guide to the ETW map

    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.

  17. #17
    Primergy's Avatar Protector of the Union
    Join Date
    Mar 2009
    Location
    Augsburg
    Posts
    2,491

    Default Re: Guide to the ETW map

    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?
    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.

  18. #18

    Default Re: Guide to the ETW map

    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)

  19. #19

    Default Re: Guide to the ETW map

    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.

  20. #20

    Default Re: Guide to the ETW map

    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).

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •