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

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  1. #1

    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    If this game was almost perfect ... you two make it perfect.
    Spartan 666 and chris10

  2. #2

    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    @ Chris: yes, it should be all right now. And yes, you are free to include it in your expansion!

    @ Kornella: thank you very much man!


  3. #3
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    Quote Originally Posted by Spartan 666 View Post
    @ Chris: yes, it should be all right now. And yes, you are free to include it in your expansion!
    Thats really great news...I hope that I can bring things together...If I succeed in implementing what Iam working on, the 1Turn Campaign will be a lot more intensive experience....

  4. #4
    AspisPhalanx90's Avatar Senator
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    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5




    Id say your tweaks are a success...love whats going on in terms of faction progression especially with rome

    rep..buti have to spread it around some more it seems
    Flavius Julius Constantinus, adopted Patrician, 30

  5. #5

    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    @ Aspis: Thank you very much dude! From your screenshot, I have these impressions:

    -the Romans are expanding eastwards into Greece and Macedon, which was exactly what I meant. They seem to be taking a detour north, and this is not that good.
    -Sarmatia has not expanded south of Caucasus, nor has Armenia expanded north. This is good.
    -Dacia seems to have managed to get around the blockades I put.

    Are you using the Seleucid 0-turn campaign default map_ground_types.tga file?

    @ Chris: good luck with your project! I'm sure it will be a well done job like all your sub mods!


  6. #6
    AspisPhalanx90's Avatar Senator
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    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    i dont think so. However its entirely plausible since i dont copy over the map_regions file.

    Poor pontus...every seleucid campaign ive played thus far, armenia sits, builds, and then conqueres almost all pontic territories, possibly since now they dont go north (or get eaten by the sarmatians). All in all, it seems to have lead to a very balanced campaign in terms of factions..every faction exists except pontus. Macedon is in there, they have i think one settlement left, and obviously the Ptolemies are almost dead
    Flavius Julius Constantinus, adopted Patrician, 30

  7. #7

    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    AspisPhalanx90 in my campaign WITHOUT this mod Pontus is eliminated equally by Armenians....

  8. #8

    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    @ Aspis: I think you misunderstood what I meant. map_ground_types.tga is the file that determines blockades, land bridges, things like that. map_regions.tga sets the city location and region borders.

    The first file varies from faction to faction. The seleucids use the default one, with blockades in the Thracian area; so, if you didn't touch map_ground_types, it should be like this.

    @ Kornella: i think it's quite obvious that Pontus gets wiped out, since it has very powerful neighbours like Pergamon, Seleucids and Armenia.


  9. #9
    AspisPhalanx90's Avatar Senator
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    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    oh..yeah didnt read that right lol. Yes im using seleucid 0-turn.

    Did you use the same file for the Pergamon campaign? Im creating my own little alternate history campaign, and would prefer to have everything the same as the seleucids
    Flavius Julius Constantinus, adopted Patrician, 30

  10. #10

    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    Spartan 666 Yes, is a my en penalty campaign Roman not had time to get to fight with them....
    a greeting!!

  11. #11
    drecie14's Avatar Decanus
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    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    nice work
    once again a +rep
    those land bridges in sicily and southern italy really helped me out in my Roman Campaign...
    My Submods
    Invasio Romanum - TATW
    Realistic Portraits and Eventpics - RS 2
    Legion Ancillaries - RS 2




    Titus Antonius Brutus - 30 - Plebeian - Senator

  12. #12

    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    @ Aspis: ok, then Dacia definitely managed to get around the blockades. And yes, Pergamon has the very same map files as the Seleucids.

    @ Kornella: this might be caused by Armenia being prevented to expand north and thus finding another expanding direction. I would avoid to put blockades between Pontus and Armenia, that would make army movement a nightmare.

    @ Drecie14: glad to hear that dude! Actually, that land bridge is supposed to help the AI, not a human player....


  13. #13
    Spartan198's Avatar Protector Domesticus
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    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    Is the current version compatible with the 2.1a patch?

  14. #14
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    Quote Originally Posted by Spartan 666 View Post
    @ Drecie14: glad to hear that dude! Actually, that land bridge is supposed to help the AI, not a human player....
    Maybe it would worth reconsideration to remove the sicily-italy bridge if the Player is Rome.
    If the player is Rome the AI wont need that bridge anyway because the only AI city is Sirakousai (and that not for long...)...
    So it will only help the player anyway as he dont need to bring ships to land troops once Greek City States will attack in Sicily (almost happen).On the other hand Carthage never lands in Sicily

    Same goes for Corsica-Sardinia. Rome Players should not be able to exploit this because in Sardinia there are a few Carthage landings happen and always caused a hassle because I had to ship troops over there

    Also...very important...You moved a few citys. Can you provide me with the new coordinates as I have to adjust the garrison script
    Last edited by chris10; December 12, 2010 at 07:32 AM.

  15. #15

    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    Good question Spartan!

    I suppose it is, because this 2.1a+ patch does nothing more than combining the post-battle fix (export_descr_characters.txt) and the rebel issue (descr_rebel_factions.txt). None of these files has been changed in this submod, so I guess it should work fine.


  16. #16

    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    Sorry for the late reply.

    So, you think I should remove those two landbridges for Roman players...that's an idea, I will consider that for future versions; anyway there won't be any until some official patch with major changes is released.

    As for the coordinates in this mod, here you are:
    Spoiler Alert, click show to read: 

    Patavium: x 157, y 169
    Bononia: x 153, y 160
    Genoa: x 139, y 157
    Massilia: x 113, y 150
    Rhegion: x 182, y 97
    Messana: x 177, y 96
    Dyrrachium: x 206, y 133
    Kydonia: x 248, y 77
    Laodikeia: x 332, y 91
    Ierosolyma: x 333, y 65
    Raphia: x 329, y 56
    Rhinocolura: x 324, y 49



  17. #17
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    Quote Originally Posted by Spartan 666 View Post
    Sorry for the late reply.

    So, you think I should remove those two landbridges for Roman players...that's an idea, I will consider that for future versions; anyway there won't be any until some official patch with major changes is released.

    As for the coordinates in this mod, here you are:
    Spoiler Alert, click show to read: 

    Patavium: x 157, y 169
    Bononia: x 153, y 160
    Genoa: x 139, y 157
    Massilia: x 113, y 150
    Rhegion: x 182, y 97
    Messana: x 177, y 96
    Dyrrachium: x 206, y 133
    Kydonia: x 248, y 77
    Laodikeia: x 332, y 91
    Ierosolyma: x 333, y 65
    Raphia: x 329, y 56
    Rhinocolura: x 324, y 49


    No problem Sparty ...Iam still busy with the garrison script...these scripts are a massive amount of work, especially if you want to spawn faction and area specific army compositions for all possible settelment owners....
    thanks a bunch for the coordinates...

  18. #18

    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    Hey Spartan!

    I already used your map for the 2.0 version and today i installed it for the 2.1a version of RSII. Again, great job with making the map, it really compensates the AI and forces it more into the direction you want/it should go. Today, playing my first campaign as the seluecids, I saw something that looked like a land bridge between france & britain, is that correct? That would be really cool and I hope the AI will make use of it since the belgae for example never conquer england, which is a shame with that many rebel provinces ripe for the taking. Keep up the good work and I would vote that your map pack should be added as a default for the next RSII update!

  19. #19

    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    Hey there! Well first of all, thanks!

    As for the Gaul\Britain land bridge...it's there ready to be used, but it's blocked by unpassable terrain. I was really considering to make it usable, indeed to encourage Belgae into Britain. Then I thought it would have been a little too much...but I am ready to include it by popular demand!

    As for my map as the default RS II. Damn, I would be deeply honored! But until now none of the developers has even posted in this thread, this makes me think they don't like this map that much...


  20. #20
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1] RS II Campaign Map Tweaks v1.5

    Quote Originally Posted by Spartan 666 View Post
    As for the Gaul\Britain land bridge...
    That would be a bit to much wouldnt it ? . BTW: Belage have a settelment on the Iland in the 1Turn Roman Campaign so most likely they will have britain conquered by the time the player gets there

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