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Thread: Forts on Battlemap- Revamp

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  1. #1
    STELLover's Avatar Senator
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    Default Forts on Battlemap- Revamp

    Hi

    Currently, the buildable forts on Stanless Steel 6.3 is shows as stone forts on the battlemap, using the 7 fort types for Medieval 2

    I was wondering if anybody knew the necessary steps/process to change the battlemap settlement of fort into a castle- so for example, if my general builds a fort and someone attacks it, then on the battlefield it shows up as a castle instead of stone forts

    This is to follow my tendency of liking larger scale battles.
    I know that simply changing the world files or renaming them do not work -caused an error once or showed up as a wooden fort

    I know somebody who had achieved this. Currently he is banned from the center and is unactive

    Thanks

    ROME 2 Mod: More Cities and Settlements on Campaign Map:
    http://steamcommunity.com/sharedfiles/filedetails/?id=194761024

  2. #2

    Default Re: Forts on Battlemap- Revamp

    Quote Originally Posted by STELLover View Post
    I know that simply changing the world files or renaming them do not work -caused an error once or showed up as a wooden fort.
    Are u sure? Have you tested them by your self?
    The game simply crashes if the packagedb.txt is not present without it any alteration is impossible.
    Last edited by Ishan; September 23, 2010 at 05:49 PM.

  3. #3

    Default Re: Forts on Battlemap- Revamp

    Currently I think the Forts are too strong. they are complete with towers and burning oil, for only $500. That is too cheap, no? I think we should increase the fort price.

    Currently, I build forts whenever my army is travelling. There never is reason not to.

  4. #4
    For England Men's Avatar Miles
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    Default Re: Forts on Battlemap- Revamp

    I don't know if this possible but I think the ideal thing would be if the old temporary wooden forts cost 500 and then you had the option to upgrade them to a permanent stone fort for a lot more money which would be the current ones. That is realistic because travelling armies always erected temporary wooden forts and having the ability to make these stone and permanent adds an ability to defend borders and not have the forts just dissappear if you are forced to leave them.

  5. #5

    Default Re: Forts on Battlemap- Revamp

    Quote Originally Posted by For England Men View Post
    I don't know if this possible but I think the ideal thing would be if the old temporary wooden forts cost 500 and then you had the option to upgrade them to a permanent stone fort for a lot more money which would be the current ones. That is realistic because travelling armies always erected temporary wooden forts and having the ability to make these stone and permanent adds an ability to defend borders and not have the forts just dissappear if you are forced to leave them.
    That is indeed a good theory.
    But we can have only one option either stone forts or wooden forts. We can toggle the capability of permanent and temporary on both.

    But i have added a few permanent stone forts(at few spots in the map) and temporary wooden forts(anywhere).

  6. #6
    For England Men's Avatar Miles
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    Default Re: Forts on Battlemap- Revamp

    Quote Originally Posted by Ishan View Post
    That is indeed a good theory.
    But we can have only one option either stone forts or wooden forts. We can toggle the capability of permanent and temporary on both.

    But i have added a few permanent stone forts(at few spots in the map) and temporary wooden forts(anywhere).
    Is that in your personal mod?

  7. #7

    Default Re: Forts on Battlemap- Revamp

    Quote Originally Posted by For England Men View Post
    Is that in your personal mod?
    Yes it is.

  8. #8
    Amaranth's Avatar Ordinarius
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    Default Re: Forts on Battlemap- Revamp

    Quote Originally Posted by agc28 View Post
    Currently I think the Forts are too strong. they are complete with towers and burning oil, for only $500. That is too cheap, no? I think we should increase the fort price.

    Currently, I build forts whenever my army is travelling. There never is reason not to.
    Shouldn't those forts be wooden fortifications on the battlemap, and destroyed if left for a turn ?

    Sorry, I prefer to play 6.2 so I'm not very much familiar with the changes in 6.3 though I installed and tried it for a brief time.
    Next Heir Ancillary (NHA) Sub-Mod for Stainless Steel & Third Age Total War




  9. #9
    Gorrrrrn's Avatar Citizen
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    Default Re: Forts on Battlemap- Revamp

    vanilla SS6.3 has a compromise with temp forts that are wooden on strat map and stone on battle map.
    much prefer either proper temp wooden forts or perm stone ones.

    a well-known SS mod has 22 different stone fort designs, which includes castles up to citadel size.
    you need to preplace them though.

    a modder might be able to use one or more of the castle forts as the default forts for specific cultures replacing existing stone forts.

  10. #10

    Default Re: Forts on Battlemap- Revamp

    My opinion on forts is that you should be able to build stone forts at any time, but for a larger cost of about 2000 florins, possibly more as theyre probably as easy to defend as a castle, and i dont know why (other than modding limits) this hasnt been done.

    the other thing that irks me about forts, is them disappearing after a turn or two of being ungarrisonned. i know this helps to prevent the game becoming endless siege battles, but how about if we simply make them become damaged 10% for every turn they are ungarrisonned until at 100% damage they are gone, sound good to anyone?

  11. #11
    STELLover's Avatar Senator
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    Default Re: Forts on Battlemap- Revamp

    Quote Originally Posted by Ishan View Post
    Are u sure? Have you tested them by your self?
    The game simply crashes if the packagedb.txt is not present without it any alteration is impossible.
    Yes I have been testing this occasionally for a long time
    Apparently it does not crash- and any changes I made shows up as wooden forts unless I revert back to original files packagedb.txt was edited as well with some help of course


    Quote Originally Posted by agc28 View Post
    Currently I think the Forts are too strong. they are complete with towers and burning oil, for only $500. That is too cheap, no? I think we should increase the fort price.

    Currently, I build forts whenever my army is travelling. There never is reason not to.

    Of course to ensure balancing (for my self- and others if I succeed and want to release as mod) I will change the price in descr_cultures.txt to something like 5000$



    Quote Originally Posted by hpsauce13 View Post
    My opinion on forts is that you should be able to build stone forts at any time, but for a larger cost of about 2000 florins, possibly more as theyre probably as easy to defend as a castle, and i dont know why (other than modding limits) this hasnt been done.

    the other thing that irks me about forts, is them disappearing after a turn or two of being ungarrisonned. i know this helps to prevent the game becoming endless siege battles, but how about if we simply make them become damaged 10% for every turn they are ungarrisonned until at 100% damage they are gone, sound good to anyone?
    Apparently, there is a very easy way to fix that. open descr_campaign_db.txt and go down to <settlements> section where it says "destroy_empty_forts_bool:" it is originally set to "true" so any ungarrisoned forts will go away. You can change that to "false" and they will remain stationary

    and YES it is SAVE COMPATIBLE

    ROME 2 Mod: More Cities and Settlements on Campaign Map:
    http://steamcommunity.com/sharedfiles/filedetails/?id=194761024

  12. #12

    Default Re: Forts on Battlemap- Revamp

    Quote Originally Posted by STELLover View Post
    Yes I have been testing this occasionally for a long time
    Apparently it does not crash- and any changes I made shows up as wooden forts unless I revert back to original files packagedb.txt was edited as well with some help of course.
    You don't edit packagedb.txt or do any fiddling with it, u just put it in data folder it like a key to open a lock.
    Anyways i'll try this theory myself when i get free and posts u the results, since u mentioned it was achieved successfully by some other user then i can do it also.
    And now i think i already know how to get it done. Anyways i'm dead tired so gotta sleep now see u later bro.

    Regards
    Ishan

  13. #13
    STELLover's Avatar Senator
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    Default Re: Forts on Battlemap- Revamp

    Tried to unpack and replace original vanilla world files- still CTD when starting battle..........hmmm

    ROME 2 Mod: More Cities and Settlements on Campaign Map:
    http://steamcommunity.com/sharedfiles/filedetails/?id=194761024

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