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Thread: Master Zuma's Stone Forts for SS6.4

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  1. #1

    Default Re: Master Zuma's Stone Forts for SS6.4

    the one in the link i posted should be compatible doing the following alterations in data/campaign/subs/StoneForts.txt

    Look for these codelines:
    Code:
    replace data\descr_campaign_db.xml with:
            <fort_devastation_distance uint="20"/>
    on:
            <fort_devastation_distance uint="0"/>
    <end>
    
    
    replace data\descr_campaign_db.xml with:
            <fort_devastation_modifier float="2.0"/>
    on:
            <fort_devastation_modifier float="0.0"/>
    <end>
    and change them to this:
    Code:
    replace data\descr_campaign_db.xml with:
            <fort_devastation_distance uint="20"/>
    on:
            <fort_devastation_distance uint="20"/>
    <end>
    
    
    replace data\descr_campaign_db.xml with:
            <fort_devastation_modifier float="2.0"/>
    on:
            <fort_devastation_modifier float="1.0"/>
    <end>
    easily done with any text editor such as notepad (ctrl+f for search/find function)

  2. #2

    Default Re: Master Zuma's Stone Forts for SS6.4

    Just wondering if this will work with The Long Road mod, if I tweek the descr_strat for preplaced to match its map. Also, I don't have kingdoms install. My memory is rather low. Thanks.

  3. #3

    Default Re: Master Zuma's Stone Forts for SS6.4

    Actually, I just install Britannia and Crusades, unpacked everything from base game. I can't seem to keep Generals from being able to build forts, even though I set both values in descr_campaign_db.xml to false. (I had to add the lines myself since they were not already there.) I even changed descr_character.txt and erased the line for named characters to be able to build forts. Did I miss an essential step?

  4. #4
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    Default Re: Master Zuma's Stone Forts for SS6.4

    Sorry for the necro-posting but is it possible to have more than one type of forts?
    Like the vanilla wodden, the stone one and then some more powerful stone one.

  5. #5

    Default Re: Master Zuma's Stone Forts for SS6.4

    There can be up to 7 different looking fort models for strat map, that is 1 for every possible culture. This works well for a varied set of forts placed throughout the map if forts are not buildable and only placed through the descr_strat, however if they are buildable during the campaign then each faction will only be able to build the one assigned to their culture.

    I'm not really sure how the battle map fort scenario is assigned to buildable forts, it has to do with some parameters in the "settlement file" .worldpkgdesc like the culture/faction and fortification level matching the one specified in descr_campaign_db.xml. this fortification level also determine the strength of the walls/gates as well as which siege engines will be available for assault. Nomally level 1 is for wooden palisades and 3 for the tall stone walls.

    For preplaced forts is possible greater variety specifying different battle map fort scenario but apparently it will still be subject to the fortification level in descr_campaign_db.xml, so it could lead weird situations if fortification levels do not match.

  6. #6
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    Default Re: Master Zuma's Stone Forts for SS6.4

    That is not quite what I asked.
    Is it possible to make a sub mod in which a general will have the option to build either a wooden motte-and-bailey or a stone wall castle?
    One or the other?
    Or is there a restriction built into the game engine as to what the buildable by the general improvements will be?

  7. #7

  8. #8
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    Default Re: Master Zuma's Stone Forts for SS6.4

    Quote Originally Posted by Melooo182 View Post
    All that is hardcoded so generals can only build 1 fort type.
    They can also built watch towers, can we replace watchtowers with a fort type and keep the other fort type while merging the watchtower fuctionality to that of forts?

  9. #9

    Default Re: Master Zuma's Stone Forts for SS6.4

    Quote Originally Posted by paleologos View Post
    They can also built watch towers, can we replace watchtowers with a fort type and keep the other fort type while merging the watchtower fuctionality to that of forts?
    sadly no, thats hardcoded too :/ the watchtower can either be disabled or enabled but cannot be replaced by another fort-like structure, you can change the strat map model for the towers with whatever strat model you want but their functionality won't change.

    The village construction submod by marius and the similar one i did only replace the watchtower model and UI text so it looks like you're building villages but they are watchtowers for gameplay purposes

    That part of the game has very limited moddability? only few punctual changes can be done.

  10. #10
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    Default Re: Master Zuma's Stone Forts for SS6.4

    Quote Originally Posted by Melooo182 View Post
    only few punctual changes can be done.
    Would those include upgradable forts?
    You know, originally the general builds a wooden fort, then, if he is inside, he has the option to upgrade it to a stone fort?

  11. #11

    Default Re: Master Zuma's Stone Forts for SS6.4

    Is there a way to make the stone forts non-permanent?
    I mean, I know there is but, what lines would I need to change?

    I only ask because after 100+ turns or so, the entire map starts to get littered with forts built by the AI.
    Honest and truly, I AM Robin Hood!

  12. #12
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    Default Re: Master Zuma's Stone Forts for SS6.4

    Quote Originally Posted by Duck of Death View Post
    Is there a way to make the stone forts non-permanent?
    I mean, I know there is but, what lines would I need to change?

    I only ask because after 100+ turns or so, the entire map starts to get littered with forts built by the AI.
    Yes, it is possible if you change a line in the descr_campaign_db in the SS data folder.

    The line is:
    Code:
    destroy_empty_forts bool="false"/>
    Make it:
    Code:
    destroy_empty_forts bool="true"/>

  13. #13

    Default Re: Master Zuma's Stone Forts for SS6.4

    Quote Originally Posted by Duck of Death View Post
    Is there a way to make the stone forts non-permanent?
    I mean, I know there is but, what lines would I need to change?

    I only ask because after 100+ turns or so, the entire map starts to get littered with forts built by the AI.
    Hmmm, I was going to download this, but then I just saw this. If you do make it destructible, then what difference does it make to have a stone fort v. the default wooden one? Is the stone version more difficult to overcome (e.g. can it hold more men or are its walls/gates harder to break)?

  14. #14

    Default Re: Master Zuma's Stone Forts for SS6.4

    Ah, thank you
    Honest and truly, I AM Robin Hood!

  15. #15

  16. #16
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    Default Re: Master Zuma's Stone Forts for SS6.4

    Quote Originally Posted by Melooo182 View Post
    not even that
    Couldn't you say that in a more gentle way?

  17. #17

    Default Re: Master Zuma's Stone Forts for SS6.4

    xD sorry if that sounded harsh
    but really M2TW has great moddability in lot of areas but Forts and Watchtowers are not in there

  18. #18

    Default Re: Master Zuma's Stone Forts for SS6.4

    Will this work with my current save game?

  19. #19

  20. #20

    Default Re: Master Zuma's Stone Forts for SS6.4

    sorry to necro, but im not sure i understand what this mod does

    does it BOTH preplaced stone fort and buildable wooden forts? are wooden fort vanilla or different?

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