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  1. #1
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Strat Map buildings question?

    I have changed the faction creator in descr_strat to a different faction as I want more Ancient era buildings to appear on battle map (middle_eastern), but I have noticed that the Strat Map buildings have also changed to this culture, how do I retain my current strat map models without them changing to middle eastern models?
    Last edited by ToonTotalWar; August 15, 2011 at 12:41 PM.

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    Default Re: Strat Map buildings question?

    UPDATE

    Ok I got most of the buildings adjusted on strat map now and all I had to do was change the building models in descr_cultures text file! but I wish to assign the mesoamerican buildings to my barbarian factions but by doing this the buildings on strat map shows up incorrectly as this culture is also been used by the Greeks and Romans. So the buildings for the barbarians have the Greek and Roman buildings on strat map which looks odd!. I understand it has something to do with the culture as mesoamerican is already assigned for Greeks and Romans.

    Is it then possible to have the mesoamerican culture in the descr_cultures text file 2/3 times as I really want to give the mesoamerican buildings to Barbarians as well as the Romans and Greeks factions. but still the barbarians retain there own strat map models (thatched buildings etc..)? if so if someone can guide me and help to make this work that would be great. thanks
    Last edited by ToonTotalWar; August 16, 2011 at 05:49 AM.

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    makanyane's Avatar Praeses
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    Default Re: Strat Map buildings question?

    set the culture so the right buildings turn up for the most number of factions

    eg if you've got 4 factions in the culture and 3 of them need european buildings on strat map then list the original european building.cas names in descr_cultures

    for the odd faction that wants something different use 'faction_variant' system...
    you need a folder for the faction like;

    models_strat/residences/faction_variants/faction_name
    inside that put a copy of the mesoamerican building.cas's but re-name them to have the same names as the European ones for equivalent level

    so it will still be looking for northern_european_castle.cas as directed by the entry in descr_cultures - but it will find the one in /faction_variants/faction_name for that faction - which is actually the re-named mesoamerican castle cas etc.....

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    Default Re: Strat Map buildings question?

    Quote Originally Posted by makanyane View Post
    set the culture so the right buildings turn up for the most number of factions

    eg if you've got 4 factions in the culture and 3 of them need european buildings on strat map then list the original european building.cas names in descr_cultures

    for the odd faction that wants something different use 'faction_variant' system...
    you need a folder for the faction like;

    models_strat/residences/faction_variants/faction_name
    inside that put a copy of the mesoamerican building.cas's but re-name them to have the same names as the European ones for equivalent level

    so it will still be looking for northern_european_castle.cas as directed by the entry in descr_cultures - but it will find the one in /faction_variants/faction_name for that faction - which is actually the re-named mesoamerican castle cas etc.....
    Ok thanks mate, i think I can work this out now..
    So where are the mesoamerican buildings in the game folder? I have checked in data folder for MTW2 and in my mod folder and I see middle_eastern, nothern_european aztec etc..but no mesoamerican?

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    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Strat Map buildings question?

    Quote Originally Posted by makanyane View Post
    set the culture so the right buildings turn up for the most number of factions

    eg if you've got 4 factions in the culture and 3 of them need european buildings on strat map then list the original european building.cas names in descr_cultures

    for the odd faction that wants something different use 'faction_variant' system...
    you need a folder for the faction like;

    models_strat/residences/faction_variants/faction_name
    inside that put a copy of the mesoamerican building.cas's but re-name them to have the same names as the European ones for equivalent level

    so it will still be looking for northern_european_castle.cas as directed by the entry in descr_cultures - but it will find the one in /faction_variants/faction_name for that faction - which is actually the re-named mesoamerican castle cas etc.....
    Ok thanks mate, i think I can work this out now..
    So where are the mesoamerican buildings in the game folder? I have checked in data folder for MTW2 and in my mod folder and I see middle_eastern, nothern_european aztec etc..but no mesoamerican?

    So what I have is this in my descr_strat for Gauls and Germans I have "norway" set as my faction_creator and this entry allows the correct buildings I want to show in campaign game.
    But the strat models for both factions do not match as the culture is already attached to Rome and Greece, so Romanesque buildings appear for barbarians in strat map!.

    So when I find the mesoamerican strat map models I place them in my models_strat/residences/faction_variants/faction_name folder, and create the entry in which culture?
    Last edited by ToonTotalWar; August 16, 2011 at 07:14 AM.

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    Default Re: Strat Map buildings question?

    Quote Originally Posted by makanyane View Post
    set the culture so the right buildings turn up for the most number of factions

    eg if you've got 4 factions in the culture and 3 of them need european buildings on strat map then list the original european building.cas names in descr_cultures

    for the odd faction that wants something different use 'faction_variant' system...
    you need a folder for the faction like;

    models_strat/residences/faction_variants/faction_name
    inside that put a copy of the mesoamerican building.cas's but re-name them to have the same names as the European ones for equivalent level

    so it will still be looking for northern_european_castle.cas as directed by the entry in descr_cultures - but it will find the one in /faction_variants/faction_name for that faction - which is actually the re-named mesoamerican castle cas etc.....
    Hi mate,
    I created a folder as such faction_variants/jerusalem (as this is assigned to Gauls) and I placed the .cas and .tga files in the relevant folders and the default Roman textures for strat map still show?
    As I mentioned earlier the "norway" entry in faction_creator within descr_strat will always use the Roman textures as the .cas are assigned there to the Roman and Greek factions.

    There must be a way that I can force the game to use the correct Barbarian strat map building textures? but i must stress that I need to use the "norway" faction_creator entry as this shows the correct Building models in campaign game etc..

    This is driving me nuts!!!! lol. its probably something really easy that I am missing as well.

  7. #7
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    Default Re: Strat Map buildings question?

    Quote Originally Posted by makanyane View Post

    models_strat/residences/faction_variants/faction_name
    Quote Originally Posted by ToonTotalWar View Post
    faction_variants/jerusalem (as this is assigned to Gauls)
    the folder name needs to be the faction name not the settlement name

    so if you want Gauls to have the different models you put them in
    faction_variants/gauls/...

    with the name of the cas files as specified for their culture in descr_cultures

    note this will change things for every settlement of that level created/built by the faction - you can't just change Jerusalem, unless you make that the only Huge City they can ever build... etc.

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    Default Re: Strat Map buildings question?

    Quote Originally Posted by makanyane View Post
    the folder name needs to be the faction name not the settlement name

    so if you want Gauls to have the different models you put them in
    faction_variants/gauls/...

    with the name of the cas files as specified for their culture in descr_cultures

    note this will change things for every settlement of that level created/built by the faction - you can't just change Jerusalem, unless you make that the only Huge City they can ever build... etc.
    hmm..ok, the faction name is jerusalem and that corresponds to the gauls in game as per the descr_sm_factions faction entry, this is correct?

    here is the first few lines confirming the entry:

    faction jerusalem
    culture greek
    religion pagan
    symbol models_strat/symbol_jerusalem.CAS
    Last edited by ToonTotalWar; August 16, 2011 at 02:07 PM.

  9. #9
    wilddog's Avatar Paintedwolves run free
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    Default Re: Strat Map buildings question?

    hmm..ok, the faction name is jerusalem and that corresponds to the gauls in game as per the descr_sm_factions faction entry, this is correct?

    here is the first few lines confirming the entry:

    faction jerusalem
    culture greek
    religion pagan
    symbol models_strat/symbol_jerusalem.CAS
    so you are saying that you actually have a faction called Jerusalem?

    Just seems strange to have a faction called exactly the same as a city so not sure if you mean that or you are confused.

  10. #10
    irishron's Avatar Cura Palatii
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    Default Re: Strat Map buildings question?

    Straight from descr_cultures.txt
    Code:
    culture				mesoamerican
    portrait_mapping	mesoamerican
    rebel_standard_index	2
    {
    village
    {
    	normal				data/models_strat/residences/aztec_villiage.CAS,		settlement_roman_level_1
    	card				data/ui/middle_eastern/cities/middle_eastern-egyptian_village.tga
    }
    town
    {
    	normal				data/models_strat/residences/aztec_city.CAS,		settlement_roman_level_2
    	card				data/ui/middle_eastern/cities/middle_eastern-egyptian_town.tga
    }
    large_town
    {
    	normal				data/models_strat/residences/aztec_city.CAS,	settlement_roman_level_3
    	card				data/ui/middle_eastern/cities/middle_eastern-egyptian_large_town.tga
    }
    city
    {
    	normal				data/models_strat/residences/aztec_city.CAS,		settlement_roman_level_4
    	card				data/ui/middle_eastern/cities/middle_eastern-egyptian_city.tga
    }
    large_city
    {
    	normal				data/models_strat/residences/aztec_city.CAS,	settlement_roman_level_5
    	card				data/ui/middle_eastern/cities/middle_eastern-egyptian_large_city.tga
    }
    huge_city
    {
    	normal				data/models_strat/residences/aztec_city.CAS,	settlement_roman_level_6
    	card				data/ui/middle_eastern/cities/middle_eastern-egyptian_huge_city.tga
    }
    }
    fort				data/models_strat/residences/aztec_fort.CAS,							fort_eastern
    fort_cost			500
    fort_wall			data/models_strat/residences/aztec_fort_walls.CAS
    fishing_village		data/models_strat/residences/eastern_fishing_village.CAS,			port_eastern_level_1
    port_land			data/models_strat/residences/eastern_port_01_land.CAS,				port_eastern_level_2
    port_sea			data/models_strat/residences/eastern_port_01_sea.CAS
    port_land			data/models_strat/residences/eastern_port_02_land.CAS,				port_eastern_level_3
    port_sea			data/models_strat/residences/eastern_port_02_sea.CAS
    port_land			data/models_strat/residences/eastern_port_03_land.CAS,				port_eastern_level_4
    port_sea			data/models_strat/residences/eastern_port_03_sea.CAS
    watchtower			data/models_strat/residences/SE_watchtower.CAS,				watchtower_eastern
    watchtower_cost		200
    spy				spy.tga				spy_info.tga			spy.tga			600	1	1
    assassin		assassin.tga		assassin_info.tga		assassin.tga	999	1	1
    diplomat		diplomat.tga		diplomat_info.tga		diplomat.tga	250	1	1
    admiral			admiral.tga		admiral_info.tga		admiral.tga	100	1	1
    merchant		merchant.tga		merchant_info.tga		merchant.tga	550	1	1
    priest			priest.tga		priest_info.tga			priest.tga	200	1	1
    Not much variety and also why Roman buildings.

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    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Strat Map buildings question?

    Irishron - Thanks for the template as I already have the mesoamerican culture in my mod. The problem as I stated before is the faction_creator is "norway" which shows the correct models in game, and mesoamerican is already assigned to Romans and Greece to allow the correct buildings to show in game for strat and campaign.

    What I need to do is allow the same for my barbarian factions (gauls and germans) to show there correct models on strat map as they are currently using the roman strat map building textures. here is a screen of my mesoamerican entries, as you can see the Roman building entries only show as the norway faction is tied to the faction_creator:

    Code:
    culture				mesoamerican ;;eastern
    portrait_mapping	middle_eastern
    rebel_standard_index	5
    {
    village
    {
    	normal				data/models_strat/residences/roman_village_buildings.CAS,		settlement_eastern_level_1
    	card				data/ui/southern_european/cities/graeco-roman_village.tga
    }
    moot_and_bailey
    {
    	normal				data/models_strat/residences/roman_village_buildings.CAS,		settlement_eastern_level_1
    	card				data/ui/southern_european/cities/graeco-roman_village.tga
    }
    town
    {
    	normal				data/models_strat/residences/roman_town_buildings.CAS,			settlement_eastern_level_2
    	card				data/ui/southern_european/cities/graeco-roman_town.tga
    }
    wooden_castle
    {
    	normal				data/models_strat/residences/roman_town_buildings.CAS,			settlement_eastern_level_2
    	card				data/ui/southern_european/cities/graeco-roman_town.tga
    }
    large_town
    {
    	normal				data/models_strat/residences/roman_large_town_buildings.CAS,	settlement_eastern_level_3
    	card				data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    castle
    {
    	normal				data/models_strat/residences/roman_large_town_buildings.CAS,	settlement_eastern_level_3
    	card				data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    city
    {
    	normal				data/models_strat/residences/roman_city_buildings.CAS,			settlement_eastern_level_4
    	card				data/ui/southern_european/cities/graeco-roman_city.tga
    }
    fortress
    {
    	normal				data/models_strat/residences/roman_city_buildings.CAS,			settlement_eastern_level_4
    	card				data/ui/southern_european/cities/graeco-roman_city.tga
    }
    large_city
    {
    	normal				data/models_strat/residences/roman_large_city_buildings.CAS,	settlement_eastern_level_5
    	card				data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    citadel
    {
    	normal				data/models_strat/residences/roman_large_city_buildings.CAS,	settlement_eastern_level_5
    	card				data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    huge_city
    {
    	normal				data/models_strat/residences/roman_huge_city_buildings.CAS,		settlement_eastern_level_6
    	card				data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }
    }
    fort				data/models_strat/residences/east_fort.CAS,							fort_eastern
    fort_cost		500
    fort_wall			data/models_strat/residences/east_fort_wall.CAS
    fishing_village		data/models_strat/residences/roman_fishing_village.CAS,				port_barbarian_level_1
    port_land			data/models_strat/residences/roman_port_01_land.CAS,					port_barbarian_level_2
    port_sea			data/models_strat/residences/blank_port_walls.CAS
    port_land			data/models_strat/residences/roman_port_02_land.CAS,					port_barbarian_level_3
    port_sea			data/models_strat/residences/blank_port_walls.CAS
    port_land			data/models_strat/residences/roman_port_03_land.CAS,					port_barbarian_level_4
    port_sea			data/models_strat/residences/blank_port_walls.CAS
    watchtower			data/models_strat/residences/DAVIDE.COOL_roman_watchtower.cas,					watchtower_roman
    watchtower_cost		200
    spy				spy.tga				spy_info.tga			spy.tga			350	1	1
    assassin		assassin.tga		assassin_info.tga		assassin.tga	500	1	1
    diplomat		diplomat.tga		diplomat_info.tga		diplomat.tga	250	1	1
    admiral			admiral.tga		admiral_info.tga		admiral.tga	100	1	1
    merchant		merchant.tga		merchant_info.tga		merchant.tga	550	1	1
    priest			priest.tga		priest_info.tga			priest.tga	200	1	1
    Last edited by ToonTotalWar; August 16, 2011 at 12:40 PM.

  12. #12
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Strat Map buildings question?

    Ok here is my list of factions and what they do in game:

    mesoamerican - Greeks, Romans, Epirus, Scythia, Dacia / use faction_creator norway (Correct model buildings in game for strat map and in game)

    middle_eastern - Persia, Egypt, Carthage, Seleucid / use faction_creator egypt (Correct model buildings in game for strat map and in game)

    mesoamerican - gauls, germans, iberians / use faction_creator norway (Correct model buildings in game only) but there Strat map models appear the same as the Greeks and Romans!! totally incorrect they need to be thatched houses etc.. in strat map

    I understand that my descr_cultures for mesoamerican assign roman buildings etc.. which is fine for the first list in mesoamerican, but not for the last list of gauls, germans etc..the last list is the one I need to change somehow to get barbarian type strat map buildings etc..
    Last edited by ToonTotalWar; August 16, 2011 at 02:29 PM.

  13. #13

    Default Re: Strat Map buildings question?

    The Aztec buildings are there in vanilla, models_strat/residences/aztec_city.cas etc.
    So a faction variant example would be found in the Teutonic Expansion,
    models_strat/residences/faction_variants/teutonic_order/####

    So using the norway faction in descr_strat will probably mess all this up. It sounds like you need to add another culture. Also what will happen when these settlements are upgraded as they grow? As far as I know, they will be upgraded by faction as in descr_culture, not faction creator in descr_strat...

  14. #14
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    Default Re: Strat Map buildings question?

    Quote Originally Posted by Eothese View Post
    The Aztec buildings are there in vanilla, models_strat/residences/aztec_city.cas etc.
    So a faction variant example would be found in the Teutonic Expansion,
    models_strat/residences/faction_variants/teutonic_order/####

    So using the norway faction in descr_strat will probably mess all this up. It sounds like you need to add another culture. Also what will happen when these settlements are upgraded as they grow? As far as I know, they will be upgraded by faction as in descr_culture, not faction creator in descr_strat...
    Eothese - thanks for this. thats fine with the descr_culture as the correct buildings are assigned to the correct factions in mesoamerican apart from the barbarian factions.

    So i place the folder to be created in here:

    models_strat/residences/faction_variants/teutonic_order/jerusalem

    correct?

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    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Strat Map buildings question?

    I also have this entry spare in my descr_cultures which I can possibly use?

    Code:
    culture				greek ;;barbarian
    portrait_mapping	greek
    rebel_standard_index	1
    {
    village
    {
    	normal				data/models_strat/residences/barb_village_buildings.CAS,		settlement_eastern_level_1
    	card				data/ui/southern_european/cities/graeco-roman_village.tga
    }
    moot_and_bailey
    {
    	normal				data/models_strat/residences/barb_village_buildings.CAS,		settlement_eastern_level_1
    	card				data/ui/southern_european/cities/graeco-roman_village.tga
    }
    town
    {
    	normal				data/models_strat/residences/barb_town_buildings.CAS,			settlement_eastern_level_2
    	card				data/ui/southern_european/cities/graeco-roman_town.tga
    }
    wooden_castle
    {
    	normal				data/models_strat/residences/barb_town_buildings.CAS,			settlement_eastern_level_2
    	card				data/ui/southern_european/cities/graeco-roman_town.tga
    }
    large_town
    {
    	normal				data/models_strat/residences//barb_large_town_buildings.CAS,	settlement_eastern_level_3
    	card				data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    castle
    {
    	normal				data/models_strat/residences//barb_large_town_buildings.CAS,	settlement_eastern_level_3
    	card				data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    city
    {
    	normal				data/models_strat/residences/barb_city_buildings.CAS,			settlement_eastern_level_4
    	card				data/ui/southern_european/cities/graeco-roman_city.tga
    }
    fortress
    {
    	normal				data/models_strat/residences/barb_city_buildings.CAS,			settlement_eastern_level_4
    	card				data/ui/southern_european/cities/graeco-roman_city.tga
    }
    large_city
    {
    	normal				data/models_strat/residences/barb_huge_city.CAS,	settlement_eastern_level_5
    	card				data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    citadel
    {
    	normal				data/models_strat/residences/barb_huge_city.CAS,	settlement_eastern_level_5
    	card				data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    huge_city
    {
    	normal				data/models_strat/residences/barb_huge_city.CAS,		settlement_eastern_level_6
    	card				data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }
    }
    fort				data/models_strat/residences/barb_fort.CAS,							fort_barbarian
    fort_cost		500
    fort_wall			data/models_strat/residences/barb_fort_wall.CAS
    fishing_village		data/models_strat/residences/barb_fishing_village.CAS,				port_barbarian_level_1
    port_land			data/models_strat/residences/barb_port_01_land.CAS,					port_barbarian_level_2
    port_sea			data/models_strat/residences/blank_port_walls.CAS
    port_land			data/models_strat/residences/barb_port_02_land.CAS,					port_barbarian_level_3
    port_sea			data/models_strat/residences/blank_port_walls.CAS
    port_land			data/models_strat/residences/barb_port_03_land.CAS,					port_barbarian_level_4
    port_sea			data/models_strat/residences/blank_port_walls.CAS
    watchtower			data/models_strat/residences/watchtower_barb.CAS,					watchtower_barbarian
    watchtower_cost		200
    spy				spy.tga				spy_info.tga			spy.tga			350	1	1
    assassin		assassin.tga		assassin_info.tga		assassin.tga	500	1	1
    diplomat		diplomat.tga		diplomat_info.tga		diplomat.tga	250	1	1
    admiral			admiral.tga		admiral_info.tga		admiral.tga	100	1	1
    merchant		merchant.tga		merchant_info.tga		merchant.tga	550	1	1
    priest			priest.tga		priest_info.tga			priest.tga	200	1	1

  16. #16

    Default Re: Strat Map buildings question?

    For the .cas
    models_strat/residences/faction_variants/jerusalem/aztec_city.cas
    for the texture
    models_strat/residences/faction_variants/jerusalem/textures/az_stone_walls.tga.dds
    etc.

    It will work much easier if you do use all the culture types that you can, if for nothing other than upgrading. Mind the double // in the castle line though.
    Last edited by Eothese; August 16, 2011 at 03:00 PM.

  17. #17
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Strat Map buildings question?

    Quote Originally Posted by Eothese View Post
    For the .cas
    models_strat/residences/faction_variants/jerusalem/aztec_city.cas
    for the texture
    models_strat/residences/faction_variants/jerusalem/textures/az_stone_walls.tga.dds
    etc.

    It will work much easier if you do use all the culture types that you can, if for nothing other than upgrading. Mind the double // in the castle line though.
    did not work mate! still showing the Roman buildings on strat map for barbarian factions using the above method

    It has to be the problem with faction_creator because as soon as I change to "jerusalem" the strat map models appear correct, but the in game models revert back to the Mediveal style buildings which is no good as my mod is based on Ancient era. The only buildings I can use middle_eastern and mesoamerican.

    The middle_eastern buildings do not look right for barbarians and the mesoamerican are the nearest to what I can use in game. as the villages are thatched and look ok in game.

    The greek, northern_european, southern_european and eastern_european buildings are also not suitable for in game.

    I wish there were more buildings that were like the mesoamerican so that I could assign another faction, and not have this conflict but there is not any!
    Last edited by ToonTotalWar; August 16, 2011 at 03:19 PM.

  18. #18

    Default Re: Strat Map buildings question?

    That's why you're better off using all the cultures that you can, faction creator only handles whatever building level is in descr_strat anyway...

    #Edit you also need to rename the aztec.cas files to match whatever is in the main folder for that culture...

  19. #19
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Strat Map buildings question?

    Eothese - Do these entries look correct to you?

    Code:
    culture				greek ;;barbarian
    portrait_mapping	greek
    rebel_standard_index	1
    {
    village
    {
    	normal				data/models_strat/residences/faction_variants/jerusalem/barb_village_buildings.CAS,		settlement_eastern_level_1
    	card				data/ui/southern_european/cities/graeco-roman_village.tga
    }
    moot_and_bailey
    {
    	normal				data/models_strat/residences/faction_variants/jerusalem/barb_village_buildings.CAS,		settlement_eastern_level_1
    	card				data/ui/southern_european/cities/graeco-roman_village.tga
    }
    town
    {
    	normal				data/models_strat/residences/faction_variants/jerusalem/barb_town_buildings.CAS,			settlement_eastern_level_2
    	card				data/ui/southern_european/cities/graeco-roman_town.tga
    }
    wooden_castle
    {
    	normal				data/models_strat/residences/faction_variants/jerusalem/barb_town_buildings.CAS,			settlement_eastern_level_2
    	card				data/ui/southern_european/cities/graeco-roman_town.tga
    }
    large_town
    {
    	normal				data/models_strat/residences//faction_variants/jerusalem/barb_large_town_buildings.CAS,	settlement_eastern_level_3
    	card				data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    castle
    {
    	normal				data/models_strat/residences//faction_variants/jerusalem/barb_large_town_buildings.CAS,	settlement_eastern_level_3
    	card				data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    city
    {
    	normal				data/models_strat/residences/faction_variants/jerusalem/barb_city_buildings.CAS,			settlement_eastern_level_4
    	card				data/ui/southern_european/cities/graeco-roman_city.tga
    }
    fortress
    {
    	normal				data/models_strat/residences/faction_variants/jerusalem/barb_city_buildings.CAS,			settlement_eastern_level_4
    	card				data/ui/southern_european/cities/graeco-roman_city.tga
    }
    large_city
    {
    	normal				data/models_strat/residences/faction_variants/jerusalem/barb_huge_city.CAS,	settlement_eastern_level_5
    	card				data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    citadel
    {
    	normal				data/models_strat/residences/faction_variants/jerusalem/barb_huge_city.CAS,	settlement_eastern_level_5
    	card				data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    huge_city
    {
    	normal				data/models_strat/residences/faction_variants/jerusalem/barb_huge_city.CAS,		settlement_eastern_level_6
    	card				data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }
    }
    fort				data/models_strat/residences/barb_fort.CAS,							fort_barbarian
    fort_cost		500
    fort_wall			data/models_strat/residences/faction_variants/jerusalem/barb_fort_wall.CAS
    fishing_village		data/models_strat/residences/faction_variants/jerusalem/barb_fishing_village.CAS,				port_barbarian_level_1
    port_land			data/models_strat/residences/faction_variants/jerusalem/barb_port_01_land.CAS,					port_barbarian_level_2
    port_sea			data/models_strat/residences/faction_variants/jerusalem/blank_port_walls.CAS
    port_land			data/models_strat/residences/faction_variants/jerusalem/barb_port_02_land.CAS,					port_barbarian_level_3
    port_sea			data/models_strat/residences/faction_variants/jerusalem/blank_port_walls.CAS
    port_land			data/models_strat/residences/faction_variants/jerusalem/barb_port_03_land.CAS,					port_barbarian_level_4
    port_sea			data/models_strat/residences/faction_variants/jerusalem/blank_port_walls.CAS
    watchtower			data/models_strat/residences/faction_variants/jerusalem/watchtower_barb.CAS,					watchtower_barbarian
    watchtower_cost		200
    spy				spy.tga				spy_info.tga			spy.tga			350	1	1
    assassin		assassin.tga		assassin_info.tga		assassin.tga	500	1	1
    diplomat		diplomat.tga		diplomat_info.tga		diplomat.tga	250	1	1
    admiral			admiral.tga		admiral_info.tga		admiral.tga	100	1	1
    merchant		merchant.tga		merchant_info.tga		merchant.tga	550	1	1
    priest			priest.tga		priest_info.tga			priest.tga	200	1	1

  20. #20
    makanyane's Avatar Praeses
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    1

    Default Re: Strat Map buildings question?

    You can only have one version of each culture name in descr_cultures if you repeat one it will at best just ignore one of the entries.

    To get them to use faction variant of the strat map model you need;

    Code:
    culture				greek ;;barbarian
    portrait_mapping	greek
    rebel_standard_index	1
    {
    
    village
    {
    	normal				data/models_strat/residences/roman_village_buildings.CAS
    in models_strat/residences a copy of roman_village_buildings.CAS
    which is the correct original roman_village_buildings.CAS for the roman looking ones

    then you need
    data/models_strat/residences/faction_variants/jerusalem/roman_village_buildings.CAS
    but that 'roman_village_buildings.CAS' needs to be the CAS for the mesoamericans or whatever you are actually trying to us RE-NAMED to say it's roman_village_buildings.CAS (even though it isn't.....)

    descr_strat needs to say 'jerusalem' as faction_creator (that's a faction in Crusades not normal M2 which is why I didn't recognise it)

    that way you will get correct strat model for any city built by jerusalem - in descr_strat or later in the game.

    ****************************************************************************

    am still not sure why you are using Norway as faction creator if they are assigned to Mesoamerican and hence giving you Mesoamerican battle map buildings - why can't 'jerusalem' etc be assigned to that same culture? You've not explained that bit....


    anyway you can make a greek culture faction use mesoamerican battle-map buildings (which they are the proper faction_creator for) by making extra faction specific versions of the .worldpkgdesc's inside the /settlements/ folders

    (I'm not holding out a lot of hope of being able to explain it though judging by the way this is going )

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