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  1. #1

    Default Castles to Towns

    Can you convert towns to castles and vice versa in this mod?

  2. #2

  3. #3

    Default Re: Castles to Towns

    Any idea as to why? It was one of the features I really liked in MTW2.

  4. #4

    Default Re: Castles to Towns

    If you convert Minas Tirith or Helm's Deep into a city they will lose their unique appearance on the strat map. Also, it doesn't really matter that much because all units are recruitable in both castles and cities.

  5. #5

    Default Re: Castles to Towns

    Quote Originally Posted by Il Ducce View Post
    If you convert Minas Tirith or Helm's Deep into a city they will lose their unique appearance on the strat map. Also, it doesn't really matter that much because all units are recruitable in both castles and cities.
    not true. I am currently running a small mod i wrote that allows conversions and the unique graphics are not replaced when converted. The mod i have written does not allow huge city and citadel conversions though.
    I used to have a thread in submods which showed how to easily incorporate the mod into any version of TATW. If enough people are interested I will repost it and reupload the graphic files. I am currently playing TATW Frome 2.05 with il Ducces expanded map.

    Goth

    Edit - Just found the old thread, the downloads dont work any more but it explains how to implement the mod
    http://www.twcenter.net/forums/showt...ht=castle+city
    I will begin work on a version for 3.0 and repost instructions
    Last edited by Goth; March 18, 2011 at 10:46 AM.

  6. #6

    Default Re: Castles to Towns

    Converting settlements is one thing, but why the heck can't we build forts?

  7. #7

    Default Re: Castles to Towns

    That is what I figured. Thanks for the reponse.

  8. #8
    Dutch-Balrog's Avatar Domesticus
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    Default Re: Castles to Towns

    i know 1 city where it will be good for in 3.0: Osgiliath, so you can toggle between the destroyed version and the intact version (would be very nice)

  9. #9

    Default Re: Castles to Towns

    Why would you want to toggle back and forth? Once, from destroyed to rebuild, that I understand, but why back?

  10. #10
    Dutch-Balrog's Avatar Domesticus
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    Default Re: Castles to Towns

    because some people want to see the old destroyed city once again in the late campaign, i would love to be able to fight in a destroyed osgiliath and an intact 1 at all truns in the campaign

  11. #11

    Default Re: Castles to Towns

    Wait you can recruit everything in cities and castles? I was looking through the dol amroth and it was a city i think but i looked at the barracks and the top tier one doesent have swan knights under it
    dan da man wit da plan
    all hail the mighty money cheat

  12. #12
    Double A's Avatar person man
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    Default Re: Castles to Towns

    Quote Originally Posted by Dutch-Balrog View Post
    because some people want to see the old destroyed city once again in the late campaign, i would love to be able to fight in a destroyed osgiliath and an intact 1 at all truns in the campaign
    You can restore Osgiliath? I thought it couldn't upgrade.

    Quote Originally Posted by thespaniard View Post
    Wait you can recruit everything in cities and castles? I was looking through the dol amroth and it was a city i think but i looked at the barracks and the top tier one doesent have swan knights under it
    Barracks script makes them unavailable to recruit until a certain turn is reached. Unfortunately for OotM and OoG, that script wasn't working for the dwarves when I started my campaign as them.
    Jon had taken Donal and Benjen’s advice to heart: Sam may be fat and pathetic, but he is still a member of the watch, and one of the few black brothers who isn't a rapist or thief. (out of context, this sounds ridiculously racist)
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  13. #13

    Default Re: Castles to Towns

    Quote Originally Posted by Double A View Post
    You can restore Osgiliath? I thought it couldn't upgrade.
    You can't at the moment. This was referring to version 3.0 which will have the new settlements, hopefully including two unique models for Osgiliath. *Crosses fingers.* *Remembers not to speculate about release dates.*

  14. #14

    Default Re: Castles to Towns

    Personally I think some cities could be converted. I mean really, if Osgiliath was reconstructed with battlements and a nice sturdy wall around it, it could possibly be called a castle... not speaking of the very tiny towns around.

  15. #15
    Double A's Avatar person man
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    Default Re: Castles to Towns

    Because you could just spam them every other square to have a literally gigantic standing army with no upkeep.
    Jon had taken Donal and Benjen’s advice to heart: Sam may be fat and pathetic, but he is still a member of the watch, and one of the few black brothers who isn't a rapist or thief. (out of context, this sounds ridiculously racist)
    super awesome music thing | political profile
    GSTK member - Join today! (We're restarting. Again.)

  16. #16

    Default Re: Castles to Towns

    haha i can just picture trying to take minis trith with a fort spam
    dan da man wit da plan
    all hail the mighty money cheat

  17. #17
    NSFW's Avatar Semisalis
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    Default Re: Castles to Towns

    Yeah, if forts were buildable you'd need to up their cost significantly, or remove the free upkeep slots, to maintain balance.

    Personally I'd prefer the former, maybe up the cost to 10k, so that the player has the ability to build forts in strategically important locations but with a far from trivial cost so that spamming them isn't really feasible.
    Even this might be too generous though; buildable forts would further disadvantage the AI, as it isn't smart enough to build forts at its own important choke points, & the AI pathfinding doesn't deal well with choke points which are blocked by enemy forts (as we're seeing around Minas Tirith in the current version.)

    Also, there are engine issues; if you make forts buildable when there are already pre-placed forts on the campaign map then the built forts don't work correctly.
    I *think* someone came up with a work around for this but in terms of modding it goes beyond the usually simple task of just tweaking some text or xml documents. I forget exact details, but I'm pretty sure you could dig up the thread in the modding workshop if you are interested in finding out more.
    "Never argue with an idiot; They drag you down to their level, then beat you with experience." -Obake Date

  18. #18

    Default Re: Castles to Towns

    Quote Originally Posted by NSFW View Post
    Also, there are engine issues; if you make forts buildable when there are already pre-placed forts on the campaign map then the built forts don't work correctly.
    I'm not sure if this is the case overall, but I know when I enabled buildable forts, every time I fought a battle at one it resulted in a CTD.

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