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Thread: KGCM 4.3 NEW WORLD QUESTION

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  1. #1

    Icon5 KGCM 4.3 NEW WORLD QUESTION

    Hi,

    I have been wondering: how to make the New World accessable only to late, post-gunpowder ship like caravell, carrack etc, so that you would be able to discover it AFTER "World is Round" event. Also, how to hide the Americas on the mini-map until the "world is round", like in vanilla medieval 2. Does anyone know how to do this? If you do, please write.

  2. #2

    Default Re: KGCM 4.3 NEW WORLD QUESTION

    how to make the New World accessable only to late, post-gunpowder ship like caravell, carrack etc, so that you would be able to discover it AFTER "World is Round" event
    you can make it by script that revers to event World is arround.

    Also, how to hide the Americas on the mini-map until the "world is round"
    you need to start your campaign_script using line
    PHP Code:
     restrict_strat_radar false 
    You also need to edit map_fog.tga

  3. #3

    Default Re: KGCM 4.3 NEW WORLD QUESTION

    you can make it by script that revers to event World is arround.

    Thanks about the help. I hid America, but how should that access script look like. Could you please write the lines needed?
    Last edited by AQUILIFIER; January 01, 2012 at 07:32 AM.

  4. #4

    Default Re: KGCM 4.3 NEW WORLD QUESTION

    You need to put deep sea in your map between Americas and old world because only heavy ships can cross it.
    You can block the heavy ships availability by a historic event such as world is round event, check vanilla for this, fairly easy.

    As for hiding americas on map, paint that area black in the map_fog.tga, & delete map.rwm file to view the changes.

  5. #5

    Default Re: KGCM 4.3 NEW WORLD QUESTION

    Quote Originally Posted by Ishan View Post
    & delete map.rwm file to view the changes.
    The above if you haven't already and start a new campaign.


    Also you could make sure the Cog has this red entry, it needs to be light not heavy, iirc this can affect sea/ocean travel too.
    Code:
    type             cog
    dictionary       cog      ; Cog
    category         ship
    class            light
    voice_type       Light
    soldier          Peasants, 20, 0, 1
    ship             light warship
    attributes       sea_faring, can_withdraw
    formation        50, 50, 75, 75, 1, square
    stat_health      1, 0
    stat_pri         5, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  0, 8, 0, flesh
    ;stat_armour_ex   0, 0, 0, 0, 8, 0, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, 0, 0, 0
    stat_mental      8, normal, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 500, 150, 100, 100, 500, 4, 120
    armour_ug_levels 0
    armour_ug_models Peasants
    ownership        england, hre, france, scotland, hungary, poland, portugal, spain
    ;unit_info        5, 0, 8
    recruit_priority_offset    0
    Last edited by danny X; January 01, 2012 at 09:32 AM.


  6. #6

    Default Re: KGCM 4.3 NEW WORLD QUESTION

    It is done. All of it worked. Thanks to all for the help .

  7. #7

    Default

    Thank you. I'll try the water thing right away. As for the hiding, I have already succeded with it.

    I painted the area between the old world and the americas to be deep sea (red-64, green-0, blue-0) and converted the same file ( map_ground_types) to tga, but there is no change in access - i can still reach the new world by a simple cog. What should i do?
    Last edited by Ishan; January 02, 2012 at 03:27 AM. Reason: Double Post

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