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.
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Patch file.
Two files corrected for:
me_fort_b
se_fort_i
and a new fort, wolfslayer's
holyr_fort_b
Attachment 140954
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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
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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.





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