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  1. #1
    dvk901's Avatar Consummatum est
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    Default A few things I need cleared up...

    As I noted elsewhere, I managed to fix the Celtic Hillfort settlement by re-adding the outer walls that Tone had intitially put in it. They actually don't look so bad, and they work as the game apparently must have them work.
    Should I re-add this settlement? And if so, I'd like to make it look a bit less 'barren' by adding, if possible, a few farms inside the outer walls, some more trees and whatnot.

    Second, I managed to separate, at one point, the Dacian starting settlements from the Hillforts in the set plans in the settlement plan file (so they will look like the old Barb settlements). Don't think Dacian towns and large towns should look like the hillforts. Is this OK? If they capture settlements, of course, they will look like whatever they are, but at least their OWN settlements won't.

    Third, (and I don't have a picture right now, but will show one) I've done some work on Nomad settlements to make them look more 'nomad'....basically, it just involves replacing the normal RTW Barbarian buildings with tents, removing fences and stuff, to make them look more 'mobile' an temporary.

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  2. #2

    Default Re: A few things I need cleared up...

    I'm all for it.
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  3. #3

    Default Re: A few things I need cleared up...

    Yes that sounds ok though I wonder whether there is still some way to trick the game for the hill forts


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  4. #4
    dvk901's Avatar Consummatum est
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    Default Re: A few things I need cleared up...

    Well, there may be. First, you use the invisible wall which I've shown can be done by substituting 'none' for every model other than the gateways in the description of the wall you want used.

    Second, you determine what the height is 'above '0', for a level wall around the settlement...to match the level of the gateways:

    oppida_town_gateway, 107.531, 282.394, 135.555, 15.0
    oppida_town_gateway, 45.8695, 316.441, 166.172, 14.99

    oppida_town_gateway, -68.37, -306.221, 343.571, 15.0

    The files themselves say not to use TWO gateways, so that may be a problem, but what I'm getting at is that if the outer boundary of the settlement were the 'sunken' gateways, we might be able to have an invisible wall that is actually underground and doesn't show anyway. The game may not object since there is nothing to place there anyway. I just have no way to test this.

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    johnnieangel's Avatar Tiro
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    Default Re: A few things I need cleared up...

    Im in.....
    "War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling which thinks that nothing is worth war is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself." John Stuart Mill
    English economist & philosopher (1806 - 1873)

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    Cartledge's Avatar Civis
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    Default Re: A few things I need cleared up...

    Im all for that one.
    Roma Surrectum 2.2 Beta Tester

  7. #7

    Default Re: A few things I need cleared up...

    The invisible wall also needs no collision to it


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    dvk901's Avatar Consummatum est
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    Default Re: A few things I need cleared up...

    Quote Originally Posted by tone View Post
    The invisible wall also needs no collision to it
    That isn't possible, because the collision is apparently in these:

    diagonal_link, 288, 288, 135, 0

    external_left_link, 352, -288, 90, 0
    external_left_link, 352, 32, 90, 0
    external_left_link, 224, 352, 180, 0
    external_left_link, -352, 32, -90, 0
    external_left_link, -288, -352, 0, 0

    external_right_link, 288, -352, 0, 0
    external_right_link, 352, -224, 90, 0
    external_right_link, 352, 224, 90, 0
    external_right_link, -224, 352, 180, 0
    external_right_link, -352, 224, -90, 0
    external_right_link, -352, -288, -90, 0

    gateway, -0, 352, 180, 0
    gateway, -352, -192, -90, 0
    gateway, 352, 128, 90, 0
    gateway, 64, -352, 0, 0

    internal_left_link, 288, -160, 90, 0
    internal_left_link, -288, 288, 180, 0
    internal_left_link, -288, 160, -90, 0

    internal_right_link, 288, -32, 90, 0
    internal_right_link, -288, 96, -90, 0

    straight, -0, -352, 0, 0
    straight, 256, -352, 0, 0
    straight, 352, -256, 90, 0
    straight, 288, -128, 90, 0
    straight, 320, 0, 45, 0
    straight, 352, 64, 90, 0
    straight, 352, 192, 90, 0
    straight, 256, 320, 135, 0
    straight, 192, 352, 180, 0

    And others like them. When I tested the 'invisible wall' the units could not go beyond the point where the wall 'should have' been.
    Is that a problem? It would mean that the only way you could attack the settlement would be through the gateways at the two ends?

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  9. #9
    Ybbon's Avatar The Way of the Buffalo
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    Default Re: A few things I need cleared up...

    so there would be no wall just an embankment but you would not be able to attack through what appeared to be "nothing"/ You will get the same complaints as with "wooded areas" that have no tress on, but I guess so long as it is clear, they do look brilliant and it would be worth having in.

  10. #10

    Default Re: A few things I need cleared up...

    Well I had a quick look and according to this word heritage site

    http://whc.unesco.org/en/list/906

    the Dacians did use hillforts, they infact built outstanding ones. But I'm no expert on Dacia so I can look into it a bit more if you want.

  11. #11
    dvk901's Avatar Consummatum est
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    Default Re: A few things I need cleared up...

    Quote Originally Posted by ybbon66 View Post
    so there would be no wall just an embankment but you would not be able to attack through what appeared to be "nothing"/ You will get the same complaints as with "wooded areas" that have no tress on, but I guess so long as it is clear, they do look brilliant and it would be worth having in.
    No, there would conceivably be a smaller wall in front of this on top of the bank....if it is possible to do this at all.

    Quote Originally Posted by Smokey Bacon View Post
    Well I had a quick look and according to this word heritage site

    http://whc.unesco.org/en/list/906

    the Dacians did use hillforts, they infact built outstanding ones. But I'm no expert on Dacia so I can look into it a bit more if you want.
    Yeah, I've seen that site and another that went into even more detail. The problem I have with this isn't that they did NOT use hillforts...it's just that they were very different.
    The Dacians were....not to irritate any Celt fans.....a bit more advanced than their other Barbarian counterparts. They had a lot of contact with the Greeks, even hired Greek builders, and it is known that at least one of their temples, the main one in their capital, was modeled after a Greek temple...only built with wood. They had piped water into their settlements and other quite sophisticated enhancements that were much more like the so-called 'civilized' factions of RTW.
    So this is an opportunity to separate them from the Celts and Nomads...even if it isn't entirely correct.

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  12. #12
    dvk901's Avatar Consummatum est
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    Default Re: A few things I need cleared up...

    Well, I have managed to break the Patch with this crazy Celtic settlement. If I remove it, everything is OK. It's weird, because it will work in a custom battle, but in campaign it crashes.
    Gotta be something to do with the settlement plan...still working on it.

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  13. #13
    dvk901's Avatar Consummatum est
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    Default Re: A few things I need cleared up...

    Managed to get the 'plaza working:



    For some reason, the game will not recognize the 'normal' code for these 'slots' as it does for the regular barbarian town, large towns, etc.
    So I created a 'group' in the settlement plan, instead of a 'slot' entry, and it loads the group fine.

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  14. #14
    dvk901's Avatar Consummatum est
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    Default Re: A few things I need cleared up...

    The Hillfort settlement refuses to recognize the slots, as I mentioned, which I CAN get around quite nicely. BUT, the problem is that the settlement plan and the buildings that use the slots is meant to be 'dynamic'. In order to avoid CTD's in the town and large town levels, I have to make the buildings 'static' using 'groups' that load the correct files, and then disable the slots they used. However, if and when the large town becomes a city, the building and the slot it uses has to be carried over into the next 'plan'..the city plan....and it can't do that if the slots are disabled. The game will crash trying to load a slot it can't.

    The only way around this, I think, would be to make ALL these buildings 'static'....a pretty monumental task.

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