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Thread: Perm stone forts and ambient buildings for SS6.4 (early and late!)

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  1. #1
    Gorrrrrn's Avatar Citizen
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    Default Perm stone forts and ambient buildings for SS6.4 (early and late!)

    These are the Rozmod forts, forts as castles and ambient buildings, gathered up and ready to place onto the campaign map.

    These forts and ambient buildings contain much work by wolfslayer and the pkh forts are used by the kind permission of wilddog and makanyane. I also did a lot of work on the others.

    The locations of perm stone forts are determined by the locations given in the descr_strat file. Feel free to remove, add, move the forts as given - you may find better locations for them. I'd advise using the given cultures for the buildings to avoid possible issues.

    The locations have been tested (briefly) with SS6.4 - and all errors corrected. There are 8 forts and watchtowers (from SS6.3) that have had to be commented out, you might like to try and find new locations for those as a starter if you've not tried modding this before.

    To get locations on strat map, bring up console when on campaign screen, and press the at key (without shift). (Other keyboards may use other keys.) The console should appear saying welcome to MedievalShell, with a cursor. If you want to know the location of fort you need to have the map cursor on the fort and the console active.

    Then type slowly show_cursorstat

    This should give you the location. You'll need the region name too.

    The ownership of the region doesn't matter, the list in descr_strat may not correspond to the ownership at start of your campaign.

    Make a note of new location's x and y co-ordinates and region. And then type them into descr_strat with fort name. Group all forts and watchtowers in same region together.

    Save and then delete map.rwm as the a new map has to be generated every time you change descr_strat. Changes will not show up in saved games.

    Garrisons can be placed inside forts in descr_strat. None are provided with these files, as in practice it was noted that the AI moves nearly all of them out on turn 1.

    The ambient buildings can also be used in an identical way as forts, using the same syntax as forts in descr_strat. They are classified as forts and appear as such on the campaign map. They will appear on battle maps as well provided a battle takes place there. (The same as ordinary forts.) It is hoped that eventually some role-play elements can be incorporated into SS which will utilise them.

    Please note that this project is on-going, all items may be improved and new items added.

    (Even this O/P can probably be improved as well - my hands are frozen atm so can't type too much.)

    The buildings files come with a revised descr_campaign_db.xml which makes empty forts indestructible, and stops new ones being built, It also revises the fortification level to 3 so that the correct siege weapons are built.

    There's always the possibility that lurking in here there's a the odd error or two -there's about 160 fort locations used and 22 fort designs. Plus the ambient buildings.

    Feel free to use in your own personal mods but anyone wishing to use as part of a publicly released mod will need permission of the relevant people.

    Installation is relatively simple just extract into the SS6.4 folder, having removed any read-only properties. You should get a prompt to over-write files, that's usually a good sign that they are unloading into the right place.

    Roz.

    Here's the filefront address:

    http://www.filefront.com/17779152/PSFs64.zip

    Let me know if there's any problems with it.

    -------------------------------------------------------------
    Patch file.

    Two files corrected for:
    me_fort_b
    se_fort_i

    and a new fort, wolfslayer's
    holyr_fort_b

    Attachment 140954
    -------------------------------------------------------------
    Updates.
    The descr_strat hasn't got a value for free upkeep in forts.
    You add after the brigand and pirate spawn stuff at the top of the file

    possible value:
    free_upkeep_forts 5

    ------------------------------------------------------------
    if you want PSFs with late era campaigns you can now do so:
    Install as per instructions above to get files into the correct places and then switch to a late campaign and replace the descr_strat file with this one, after you have unzipped it:

    Attachment 133680

    thanks to rusnmat for this.
    Last edited by Gorrrrrn; February 15, 2011 at 05:52 PM. Reason: Update

  2. #2

    Default Re: Perm stone forts and ambient buildings for SS6.4 (early)

    Wow, that was fast. I will give this a shot.

  3. #3
    Polycarpe's Avatar Back into action!
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    Default Re: Perm stone forts and ambient buildings for SS6.4 (early)

    Marvelous Roz, I'll implement in my submod if you give it permission

  4. #4
    Gorrrrrn's Avatar Citizen
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    Default Re: Perm stone forts and ambient buildings for SS6.4 (early)

    Hi BG

    I'd like to part of a co-operative effort that pulls together the best of the S6.4 sub-mods into an unofficial SS6.4 and a half.
    So that it includes (if people are interested) both your and RollingWave's roster mods so that we have an agreed EDU, battle models etc.
    I'd also like to include FP's work and other peoples as well, along with other bits of the RozMods as i finish them.

    So let's get all the bits up and working and then see how best to stick them all together.

  5. #5
    Polycarpe's Avatar Back into action!
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    Default Re: Perm stone forts and ambient buildings for SS6.4 (early)

    Good idea, together, we can give a freshly new atmosphere to that superb mod.

    I'll first release for 6.4 my submod without any other submods. Then after that, we could merge everything into one big, impressive mod

  6. #6

    Default Re: Perm stone forts and ambient buildings for SS6.4 (early)

    Quote Originally Posted by Rozanov View Post
    Hi BG

    I'd like to part of a co-operative effort that pulls together the best of the S6.4 sub-mods into an unofficial SS6.4 and a half.
    So that it includes (if people are interested) both your and RollingWave's roster mods so that we have an agreed EDU, battle models etc.
    I'd also like to include FP's work and other peoples as well, along with other bits of the RozMods as i finish them.

    So let's get all the bits up and working and then see how best to stick them all together.
    Roz any chance of useing CC's BotB 6.4 as the base to add these mods,as its a great mod and already has alot of great material added.

  7. #7
    Gorrrrrn's Avatar Citizen
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    Default Re: Perm stone forts and ambient buildings for SS6.4 (early)

    Cheers for that BG.

    I now have to work which other features I can work on that don't require the EDB and EDU changes.

  8. #8

    Default Re: Perm stone forts and ambient buildings for SS6.4 (early)

    Hi Roz, I like that rebel occupied forts idea. What if we man them with a general and troops without any moving points, immobile trait? I can do that thing. My question is about general names. Are they in some kind of spreasheet or can be just made up?

  9. #9
    Gorrrrrn's Avatar Citizen
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    Default Re: Perm stone forts and ambient buildings for SS6.4 (early)

    Manning with a general with Locked trait (already in EDCT) plus a garrison sounds interesting.
    (I'm not expert on traits - but I notice its for family, rather than general - is that problem with rebel faction?
    The AI will usually go after occupied forts if they are held by enemy.

  10. #10

    Default Re: Perm stone forts and ambient buildings for SS6.4 (early and late!)

    Rozanov,
    I am currently converting your mod so that one of the two free faction slots can preserve the preplaced forts, allowing buildable wooden forts in addition to the "permanent" ones. I am also adding garrisons to all of the forts, rebel regions have rebel garrisons, capital regions have local faction garrisons, but all player-controlled regions (aside from capitals) spawn w/ rebel garrisons, to make things harder for human players. AI will have local garrisons regardless. This isn't really difficult, just time-consuming, so I should be done by tomorrow. Can I upload it when it's finished?
    A well informed opinion is a well formed opinion.

  11. #11
    Gorrrrrn's Avatar Citizen
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    Default Re: Perm stone forts and ambient buildings for SS6.4 (early and late!)

    Carle - yes feel free to upload your mod.

    (soz I'm having weird things happening with input - wrote a long reply and then it just vanished. so posted a short msg so i can edit it.)

    I don't know what happens to garrisons if they are in a fort with a general with a Locked trait. They may walk off on turn1.

    the descr_campaign_db.xml determines if forts can be destroyed etc.
    Last edited by Gorrrrrn; February 06, 2011 at 02:46 PM.

  12. #12

    Default Re: Perm stone forts and ambient buildings for SS6.4 (early and late!)

    Forts aren't destroyed if they have agents in them, and SS has two spare faction slots. I'm adding a placeholder faction to the game, then freezing its ai. Its spies won't move or die.
    A well informed opinion is a well formed opinion.

  13. #13
    Gorrrrrn's Avatar Citizen
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    Default Re: Perm stone forts and ambient buildings for SS6.4 (early and late!)

    If a spy doesn't belong to the faction that controls the fort then they may get killed or expelled on any turn.
    You'd need to script a new spy at the beginning of the turn to make sure the fort didn't disappear?

    seems a lot simpler just to have perm stone forts and not buildable ones as well.

  14. #14
    Gorrrrrn's Avatar Citizen
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    Default Re: Perm stone forts and ambient buildings for SS6.4 (early and late!)

    I've added a replacement for the se_fort_i wordlpkgdesc file on the O/P in case the version in the main download doesn't work.

  15. #15
    Gorrrrrn's Avatar Citizen
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    Default Re: Perm stone forts and ambient buildings for SS6.4 (early and late!)

    Two updates:
    the me_fort_b in the package is the later wodden fort version, the earlier version is for a stone fort so that's now in O/P

    and

    I finally managed to get wolfslayer's holyr_fort_b working (nothing too difficult, just needed the .worldpkgdesc file amended.

    that's also now if the O/P.

    Haven't got the byz fort running yet though.

  16. #16
    Scorpius Centaurus's Avatar Miles
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    Default Re: Perm stone forts and ambient buildings for SS6.4 (early and late!)

    Hi Rozanov, Don't know if you're already aware of this, but I found that inside the descr_campaign_ai_db file of the Kingdoms british_isles mod, there is this line about forts.

    <merge_fort_priority_offset int="500"/>

    It is found under the GLOBAL AI PARAMS. That line isn't in any of the other kingdoms descr_campaign_ai_db files. I'm guessing that it relates to how much the A.I garrisons forts.

  17. #17
    Gorrrrrn's Avatar Citizen
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    Default Re: Perm stone forts and ambient buildings for SS6.4 (early and late!)

    SC - thanks for spotting that!

    I don't think anyone has used it in a CAI - the only reference is in a thread in mod Workshop:
    http://www.twcenter.net/forums/showt...85#post8170285

    my memory is so bad, I'd forgotten all about that

    I'll add it to the CHIP beta so we can see if it makes any difference -
    also give the nod to soulson.

  18. #18
    Tiro
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    Default Re: Perm stone forts and ambient buildings for SS6.4 (early and late!)

    This is awesome mod! Thanks a lot.
    I have only one problem - can't use it with other mods.
    I've tried to merge file descr_strat with the same Meneth's, but there are to much differences between them.

  19. #19
    Tiro
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    Default Re: Perm stone forts and ambient buildings for SS6.4 (early and late!)

    Is it possible to make this PSF submod manager compatible?

  20. #20

    Default

    Should be but wouldn't necessarily make it compatible to MSC.

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