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Thread: [RS 2.1a] RS II Enhanced Campaign Map v1.5

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  1. #1

    Default Re: [RS 2.0] RS II Map Tweaks v1.2

    Hi I3enjaIvIin! Well, was strange that no one reported issues..

    First question: there are no map_height.hgt files in my archive, but there are a lot of map_heights.tga files, one for each campaign. The .hgt files into RSfolder\data\...are not important, you might have to delete the .hgt files contained into RSfolder\Play_xxx\data\... instead.

    Second question: that might be caused by incompatibility between that mod and this one. I'm checking files right now, if there are errors I will fix them ASAP.

    EDIT: I think I found out what causes the issue. In all imperial_region_and_settlement_names.txt files. Both the Thebes in Boiotia and the one in Egypt have the same internal name, and the problems might be caused by this. It's very strange, since some campaigns start and others don't. I will fix this, and ask for more info to the developers.
    Last edited by Spartan 666; October 19, 2010 at 06:34 AM.


  2. #2

    Default Re: [RS 2.0] RS II Map Tweaks v1.2

    Just to make sure: this is not just for the 1-turn campaign, but also for the 0-turn?

  3. #3

    Default Re: [RS 2.0] RS II Map Tweaks v1.2

    Yes, it is also for the 0 turn campaigns.

    Anyway I have fixed the bugs, but I am waiting for more informations from the RS developer team.


  4. #4
    HerzoG's Avatar Semisalis
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    hmm..good question
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    Default Re: [RS 2.0] RS II Map Tweaks v1.2

    so this mod will be includet in 2.1?

    Third Age TW - Roma Surrectum II - All under Heaven

  5. #5

    Default Re: [RS 2.0] RS II Map Tweaks v1.2

    No, it won't be included in RS 2.1 as default. At least, unless the developers ask!

    But as soon as the patch comes out I will provide to make this submod compatible with the new RS version.


  6. #6

    Default Re: [RS 2.0] RS II Map Tweaks v1.2

    Thanks, appreciate your efforts!
    +rep

  7. #7

    Default Re: [RS 2.0] RS II Map Tweaks v1.2

    You're welcome mate! +rep to you too


  8. #8

    Default Re: [RS 2.0] RS II Map Tweaks v1.2

    The new fixed archive is available for download. Again, sorry for the unconvenience and I apologize to everyone who might have had their roman campaign broken. Now everything should be fine and there are also all proper backup files.
    Last edited by Spartan 666; October 23, 2010 at 04:36 AM.


  9. #9

    Default Re: [RS 2.0] RS II Map Tweaks v1.3

    Is vs. 1.3 the latest version? Where to install (sorry, I forgot)?

    Thank you for this fine Mod - reps to you.

  10. #10
    Spartan198's Avatar Protector Domesticus
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    Default Re: [RS 2.0] RS II Map Tweaks v1.3

    Quote Originally Posted by Fridericus Rex View Post
    Is vs. 1.3 the latest version? Where to install (sorry, I forgot)?
    Yes and your main Roma Surrectum II folder.

  11. #11

    Default Re: [RS 2.0] RS II Map Tweaks v1.3

    @ Fridericus Rex: yes, as Spartan198 kindly precised, 1.3 is the latest version. It features the very same map changes as 1.2, but this corrects a very important error, which was my fault, that prevented to play the Roman 0 turn campaign.

    And yes, it has to be installed into the RS main folder, overwriting everything there. If you are not asked to overwrite anything, then you are in the wrong folder!


  12. #12

    Default Re: [RS 2.0] RS II Map Tweaks v1.3

    Thank you both for the information - I have the mod installed.

    One point so: The new river in Northern Italy is not going all the way through the sea (graphics!)

    Otherwise looks fine.

  13. #13

    Default Re: [RS 2.0] RS II Map Tweaks v1.3

    You're right, I really didn't notice that! Thanks for reporting.


  14. #14

    Default Re: [RS 2.0] RS II Map Tweaks v1.3

    Sorry, I had to comment once more on your Mod.
    The problem is, you removed the alpine passes which is unrealistic and a disadvantages for the AI when the player is Rome.

    These passes are a must for any map in this area.

    How can I put them back in?

  15. #15

    Default Re: [RS 2.0] RS II Map Tweaks v1.3

    No, the alpine passes were already removed in original RS II. I blocked the passes in Thrace and in the Caucasus, the alpine ones were already blocked.

    If you want to put them back, you need an image editor (I recommend Paint .Net).
    Last edited by Spartan 666; October 28, 2010 at 08:16 AM.


  16. #16

    Default Re: [RS 2.0] RS II Map Tweaks v1.3

    I am sorry, but you must have confused RS II with a sub mod.

    RS II has three alpine passes - one to southern France (which you still have in your mod), one into southern Switzerland (todays Brenner Pass) and the one into southern Austria.

    These passes are important. For one, they present the real situation and then, for game play. The AI rebels frequently invade from trans-alpine.

    I probably would not be able to correct this; hence have go back to the RS II map.

  17. #17

    Default Re: [RS 2.0] RS II Map Tweaks v1.3

    Quote Originally Posted by Fridericus Rex View Post
    I am sorry, but you must have confused RS II with a sub mod.

    RS II has three alpine passes - one to southern France (which you still have in your mod), one into southern Switzerland (todays Brenner Pass) and the one into southern Austria.

    These passes are important. For one, they present the real situation and then, for game play. The AI rebels frequently invade from trans-alpine.

    I probably would not be able to correct this; hence have go back to the RS II map.
    I thought the passes open or not depended on which faction you played as. They were blocked to prevent the AI Rome from expanding the wrong way but open for a human AI to allow invasions from the north...

  18. #18

    Default Re: [RS 2.0] RS II Map Tweaks v1.3

    Are you sure? The only submod I use is Siegfriedr's Tweaks for 1-turn campaigns, afaik he didn't change anythign to the ground types..That's quite odd.

    Well personally I hate to death the fact of Rome invading Denmark before venturing into Greece or things like that, so I will leave it as it is, with no alpine passes.

    But, if this is the only thing you don't like, here it is: alpine passes! (Btw, editing with Paint.Net is the easiest thing in the world once you have learned which color makes which terrain type).


  19. #19

    Default Re: [RS 2.0] RS II Map Tweaks v1.3

    Spartan, you made my day (reps for that).

    It is not for the Romans. To go north through the passes (they never do), but for the rebels to come cis-alpine. Historically, this is correct; remember the Cimbri came down and invaded northern Italy.

    Are you continuing working on this mod?

  20. #20

    Default Re: [RS 2.0] RS II Map Tweaks v1.3

    You're welcome mate! Rep to you too.

    Yes, you're right the Cimbri and the Teutons invaded northern Italy but as far as I know they invaded from the west and then they retreaded northwards. And there were a lot of more barbarian invasions from the alps. You surely have your point in saying that a human roman player will have his life quite (maybe too) easy with nobody invading from the north, no doubt. But personally, I prefer an AI that acts a little more rationally over historical accuracy. Matter of tastes I guess..

    Anyway, you give me the idea to make a little compilation of map_ground_types files to meet personal tastes...like this one for alpine passes, I could make some others. Am I still working on this mod? Well, I have made everything I liked best but I'm always open to suggestions. Do you have any?


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