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  1. #1

    Default Forts

    Is there a possible way that forts be upgraded as towns and cities..fort..castle..fortress and so !?

    also is it possible to make forts recruit special units for example "local mercenaries" and "nobles or generals"...and the nobles be limited to the number of forts..so we encourage players to take up forts from rebels...and it will sound so medieval as every noble had a fort or a castle..

    if so..someone can pm with work needed to be done and i guess if taiji liked the idea to be in his mod..i can make that under his supervision..if this idea is possible !?

    or to add a unit like"local nobleman"..or "local monarch"..and make the Character Holding title "king or faction heir" to recruit it !?
    Last edited by palatinae; October 02, 2010 at 03:43 PM. Reason: grammar mistakes :D

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  2. #2
    TaronQuinn's Avatar Semisalis
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    Default Re: Forts

    Simple and ONLY answer: Nope.

    Everyone and their mother has wondered about this kind of functionality, but no one has discovered any way to make forts more than just idle garrison points. They can't recruit, they can't be governed, they can build, they can't be upgraded. I know some people have found a way to make them give an income bonus using traits/ancillaries, but thats a far cry from being a settlement.

    Believe me, I wish something like what you ask was possible. Oh well....

    TQ

  3. #3
    Kjertesvein's Avatar Remember to smile
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    Default Re: Forts

    There was also a mod which gave each fort a name, machiavelli was the name IIRC and it was Italian, but I think it's somewhere on TWC. That is pretty much it. You may place a resource under it, so merchants can be the "lord" of these vassal castles. Easy and simple, but still abit pseudo.

    EDIT: Getting rid of the merchant class entierly aswell as all the resouces, and then replace it with a "minor lord"-agent which could gather resources from these fort's would be something... *thinks of great possibilitys*

    ~Wille
    Last edited by Kjertesvein; October 03, 2010 at 10:24 AM.
    Thorolf was thus armed. Then Thorolf became so furious that he cast his shield on his back, and, grasping his halberd with both hands, bounded forward dealing cut and thrust on either side. Men sprang away from him both ways, but he slew many. Thus he cleared the way forward to earl Hring's standard, and then nothing could stop him. He slew the man who bore the earl's standard, and cut down the standard-pole. After that he lunged with his halberd at the earl's breast, driving it right through mail and body, so that it came out at the shoulders; and he lifted him up on the halberd over his head, and planted the butt-end in the ground. There on the weapon the earl breathed out his life in sight of all, both friends and foes. [...] 53, Egil's Saga
    I must tell you here of some amusing tricks the Comte d'Eu played on us. I had made a sort of house for myself in which my knights and I used to eat, sitting so as to get the light from the door, which, as it happened, faced the Comte d'Eu's quarters. The count, who was a very ingenious fellow, had rigged up a miniature ballistic machine with which he could throw stones into my tent. He would watch us as we were having our meal, adjust his machine to suit the length of our table, and then let fly at us, breaking our pots and glasses.
    - The pranks played on the knight Jean de Joinville, 1249, 7th crusade.













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  4. #4
    TaronQuinn's Avatar Semisalis
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    Default Re: Forts

    Hmm, sounds straightforward, but also complex.... Changing the merchants models to a general/lord's characters would be fairly simple. Make them look more militant or at least authoritative. Same for their portraits and text descriptions. The other side of that issue is the tough part: placing forts on resources, or, rather, placing resources by forts. The most logical way of doing that would be to leave the "common" less valuable resources where they are on the open map. Then move the expensive ones, like gold, spices, silk, ivory, and one or two others to fort-locations. This would reflect their centralized control/placement...the castle/fort protects the gold mine, the town/fort controls the ivory trade, etc.

    An example is during the 6th century, silk weaving was a monopoly of the Imperial household in Constantinople, and gold coins could only be minted in the capital as well. Put a couple forts around Constantinople to represent both its fortified position, and its control of trade.....ugh, now I want to go try this myself. If it does end up in my Chansons de Geste minimod, Sivilombudsmen and palatinae get the credit haha!

    TQ

  5. #5
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    Default Re: Forts

    I think it's possible to set up the PSF's, using these agents, and so re-enable construction of wooden forts by generals.

    Also I think the agent names could be stuff like 'blah blah castle'. With character labels displayed this makes them look more like settlements of a kind.

    I suppose the agent could be a merchant on a resource, and I expect he could be script-killed, and replaced by another merchant belonging to the new faction, whenever a new faction comes in control of the fort. So then the colour of the label is correct and it generates income... But more income the further from the captial it is... Odd perhaps...

    And then I wonder what happens with 'random_name', which is used rather a lot. It might produce generals with castle names or something...

    Cool ideas in this thread though
    Last edited by Taiji; October 03, 2010 at 09:41 PM.

  6. #6
    TaronQuinn's Avatar Semisalis
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    Default Re: Forts

    Oh Taiji, you point a delighted side-benefit of this...BUT I've tried replacing one of the resources with a village model some time ago, and it wouldn't even load....not sure why. But if we could get it to work, then I could replace the model for tobacco and chocolate with a fort model, and any merchant/nobleman that trades/governs the chocolate/fort would lend their name to that location. BUT, I doubt the fort model would be garrisonable, i.e., the merchant/noble would just stand on top of it. But that would open the opportunity, as you say, of returning the buildable wooden forts.

    I'm clueless about the names issue, but I bet you are correct, from my experience with the names files...merchants get the random names, so any "Rouen Castle" would end up also appearing in "Rouen van Vlanderen" or "Edward Castle" etc. In other words, problems.

    For now, I'll just work on moving some forts and high-end resources around haha

    TQ

  7. #7
    Kjertesvein's Avatar Remember to smile
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    Default Re: Forts

    So it will end up like CdG's version of Greenland? That sounds pretty smooth.

    The next step would then be, which building is it tied to via recruitment. Any suggestions? The most basic solution would be to tie it to the Town Hall. Other idea would be to tie it to a non-building "building" called Feudalism, Lordship, Noble Estate or something like that. Think how dHRR does it with their feudalism building.

    There is also the trait issue I guess.

    ~Wille
    Thorolf was thus armed. Then Thorolf became so furious that he cast his shield on his back, and, grasping his halberd with both hands, bounded forward dealing cut and thrust on either side. Men sprang away from him both ways, but he slew many. Thus he cleared the way forward to earl Hring's standard, and then nothing could stop him. He slew the man who bore the earl's standard, and cut down the standard-pole. After that he lunged with his halberd at the earl's breast, driving it right through mail and body, so that it came out at the shoulders; and he lifted him up on the halberd over his head, and planted the butt-end in the ground. There on the weapon the earl breathed out his life in sight of all, both friends and foes. [...] 53, Egil's Saga
    I must tell you here of some amusing tricks the Comte d'Eu played on us. I had made a sort of house for myself in which my knights and I used to eat, sitting so as to get the light from the door, which, as it happened, faced the Comte d'Eu's quarters. The count, who was a very ingenious fellow, had rigged up a miniature ballistic machine with which he could throw stones into my tent. He would watch us as we were having our meal, adjust his machine to suit the length of our table, and then let fly at us, breaking our pots and glasses.
    - The pranks played on the knight Jean de Joinville, 1249, 7th crusade.













    http://imgur.com/a/DMm19
    Quote Originally Posted by Finn View Post
    This is the only forum I visit with any sort of frequency and I'm glad it has provided a home for RTR since its own forum went down in 2007. Hopefully my donation along with others from TWC users will help get the site back to its speedy heyday, which will certainly aid us in our endeavor to produce a full conversion mod Rome2.

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