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  1. #1

    Default Re: Extended map

    As mentioned, I've basically fully integrated the map into my own 'submod' with new units, factions (including umbar, yes), scripts, edited settlements, and this that and everything else, with much scavanged from dozens of other submods... meaning I cant release it without permission from a long list of people, some of whom may be less than willing =)

    At any rate, I don't think I'd ever play any version of TATW without this map again. It takes a good deal of time to implement, but trust me, well worth it, especially going on those long campaigns to the distant south and east as the reunited kingdom... In vanilla when the west is won its basically game over... but this... this has a much better feel to it. Gives the game alot more staying power.

    It makes it actually epic.

    Best thing to happen to tatw since tatw happened. =)
    Thanks again Adjudant-Major

    If anyone has any specific implementation questions... send me a message, and I'll try to remember what I did =)

  2. #2
    smoesville's Avatar Vicarius
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    Default Re: Extended map

    Are the three large green regions all inaccessible? And do you know if it's possible to have this map as part of a custom campaign separate from the imperial campaign? It would be nice to have this in my submod but also have the normal map. Great work btw

    PS
    Barad Fain (White Tower) would be a nice name for a captured Minas Tirith Or a direct translation of what you have above would be Minas Morn (Black Citadel) or Caras Morn (Black City)
    Last edited by smoesville; July 27, 2012 at 05:49 AM.
    Were there but a tree in this godforsaken place i would have hanged myself.

  3. #3

    Default Re: Extended map

    Forodwaith is mostly inaccessible like in the vanilla map, the southern "jungle" as well, while Haradwaith partially is accessible, there are passages across the desert, and the settlement of that region can be captured. Look at the ground types map, only the grey areas are inaccessible.

    I don't know if custom campaign could work with different base files, I guess it cannot, so you would need a second installation, or a bat launcher to replace the content of the base folder (but I may be wrong).

    Thanks for the settlement name suggestions... I use Black City because we have the Black Gate on the map, but it is a minor detail anyone can change anytime to his liking.

    Quote Originally Posted by euskingc
    Best thing to happen to tatw since tatw happened. =)
    Thanks again Adjudant-Major
    Thanks, but it certainly is not... the best thing are the custom settlements like Minas Tirith, Minas Morgul or the Black Gate. Just like you I will always use the extended map with any future release, I would feel cramped on the vanilla map
    Last edited by Adjudant-Major; July 27, 2012 at 07:40 AM.


  4. #4
    smoesville's Avatar Vicarius
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    Default Re: Extended map

    What exactly needs to be done to make this work in a submod? What files will i need to edit outside the base folder?
    Were there but a tree in this godforsaken place i would have hanged myself.

  5. #5

    Default Re: Extended map

    desr_strat.txt and campaign_script.txt in the imperial_campaign folder are the files you have to start with ; you need to change all y co-ordinates (you have to add 168 to each one), than you need to define the new settlements in the desr_strat.txt - give them either to the playable factions or to the rebels (and you need to add them to the imperial_campaign_regions_and_settlement_names.txt in the data/text folder), you also need to change the y co-ordinates in the custom_tiles_db.txt ; change the desr_mercenaries.txt to make mercanaries available in the new region if you wish them to be there, and change the radar map.

    You also need to change the y co-ordinates in custom_locations.txt in the data folder to make your custom battles work correctly with the new map.

    It's tons of little numbers to be changed without a single mistake, be sure to make backup, I would even suggest you make a second installation of the mod and save your actual one before you start.

    And it's up to you to consider the balance, if you just gave the new regions to Harad and Rhûn without changing their actual strenght, they might become too powerful, etc.

    I may have forgotten something... basically it's about having the new settlements in the desr_strat and having ALL vanilla y co-ordinates changed (+168). With that the game should run, and the rest is a question of gameplay and design.


  6. #6
    dannyalex's Avatar Campidoctor
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    Default Re: Extended map

    nice
    Most Chivalrous commander 2020-2021

  7. #7
    smoesville's Avatar Vicarius
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    Default Re: Extended map

    Thanks Adjudant-Major, i'd thought of most of them but left out a few, thanks aswell for the Y coordinate (+168), that makes it alot easier It doesn't sound like too much work tbh, just time consuming and requiring precision.
    Were there but a tree in this godforsaken place i would have hanged myself.

  8. #8

    Default Re: Extended map

    How is it possible to get the map files in the first post working?

    What files do I have to change and how? I am no modder so I have no clue.

    Could you maby just post the nessecary files to have the map with the new settlement owned by Harad and rhun?

  9. #9

    Default Re: Extended map

    Anyone looking for this map 3.2 compatible and basically playable:

    http://www.twcenter.net/forums/showt...d-Map-Mod-v1-0

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