Can you convert towns to castles and vice versa in this mod?
Can you convert towns to castles and vice versa in this mod?
No sir. And as a tip, you should probably use the Ask Questions Here thread next time.
Any idea as to why? It was one of the features I really liked in MTW2.
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.
That is what I figured. Thanks for the reponse.
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)
Why would you want to toggle back and forth? Once, from destroyed to rebuild, that I understand, but why back?
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
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
You can restore Osgiliath? I thought it couldn't upgrade.
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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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.
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)
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GSTK member - Join today! (We're restarting. Again.)
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
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.![]()
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