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  1. #1

    Default Fornost Erain to get rebuilt from ruins

    Another idea how the new custom settlements from 3.0 might be used as temporary (before new custom settlements are made) representions for other specific M.-e. settlements... West Osgiliath combined with a Northern European Citadel may give an interesting result for Fornost Erain...

    ruins


    rebuilt


    (I use nothern european castle strat model here as I do not like the large castle nor the citadel models)

    In descr_strat the settlement in the Arthedain_province region must get : level city (was town), faction_creator poland (was turks), and it's core building must be the fortress (was wooden_castle). The mechanics is the same as for rebuilding Osgiliath, when the population reaches 15.000, the fortress may be upgraded to citadel, and the strat_model (and obviously the battle map) changes for citadel. From where there is a limit concerning the faction that may rebuild Fornost, and it cannot be Gondor, because if it was Gondor, the strat model would show the rebuilt West Osgiliath.

    In export_descr_building this should make it working :

    Code:
    citadel castle requires factions { gondor, northern_european, eastern_european, } and hidden_resource fornost or hidden_resource osgiliath_west and event_counter osgiliath_east_rebuild 1
    (the red code concerns Fornost, the blue just makes the existing orcish citadel icons look evil; new hidden resource must be added)

    Yet this still does not prevent Gondor from upgrading Fornost, and the question is, obviously, linked with the Reunited Kingdom formation. I plan to do what I did for my game in 2.1, that means that this formation will be represented simply by giving all that belonged to the faction turks to the faction sicily. It implies that I need "turks" to rebuild Fornost before "sicily" get it. This should work :

    Code:
    citadel castle requires factions { gondor, northern_european, eastern_european, } and hidden_resource fornost and event_counter_fornost_turks 1 or hidden_resource osgiliath_west and event_counter osgiliath_east_rebuild 1
    It will be a simple addition to the campaign_script to make sure the hidden_resource fornost won't work with another faction but the "turks". Unless I am wrong, of course I have to test it. I hope it won't create a mess somehow, but theoretically it should not (?) The whole thing may be one of the conditions to reform Arnor.

    Before Fornost gets rebuilt, the battle map shows the ruins of Osgiliath with everything, the river, the bridges. It is not ideal of course, I don't think there was a river in Fornost, yet it shows a ruined ancient numenorian settlement, not a generic fort. After the upgrade it shows the generic citadel.

    I have other ideas concerning the custom settlements, I just need to see what actually is possible. Suggestions and especially warnings are most welcome


  2. #2
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Fornost Erain to get rebuilt from ruins

    Tharbad could be the same, but then with just Osgiliath (also rebuilt)

  3. #3

    Default Re: Fornost Erain to get rebuilt from ruins

    Quote Originally Posted by killersmurf
    Tharbad could be the same, but then with just Osgiliath (also rebuilt)
    True, and it is a town, so the east Osgiliath may be used... the huge_stone_wall upgrade is also reserved for Gondor in vanilla, so it would be an analogic situation.

    Quote Originally Posted by Ngugi
    But wouldnt it be even better for Annuminas then
    It's true that Annuminas also was a ruined place. I think that four "Osgiliaths" would already be more than enough for the entire map, and I would prefer a castle (Fornost) and a town (Tharbad with the bridge makes sens ; Annuminas would work also of course, but it's quite close to Fornost... ?)

    Edit... I cannot change the northern european citadel model for castle so easily... when I change it in descr_cultures I create mess in the custom settlements, I get the Imladris model as Barad Dûr for example

    Edit 2... the fix for that is simple... we can simply rename the cas files in residences folder and it works fine so now even the "turks" may get they unique huge city to look like a Gondorian city

    Edit 3... there is a solution for Annuminas - as I would use the gondorian (southern european) large city model for Tharbad (northern european huge city by code), the same may be used for Annuminas, there would be just three northern european generic huge cities : Annuminas, Tharbad and the citadel of Fornost (I use finally the gondorian castle for that one instead of the northern european generic one); the only problem is that they need to be upgraded by a faction with northern european culture, not by gondor, which would be better for the Reunited Kingdom mission... a singleplayer playing for Gondor only would perhaps hardly see the upgrade of all three settlements happen before he wanted or could try to reunite both factions.

    Edit 4... and here we go

    Tharbad in ruins (East Osgiliath ruins)


    Tharbad rebuilt as huge city (gondorian large city model)


    Annúminas as huge city (gondorian large city model)


    Edit 5... not good I did not find any way to prevent "sicily" from the possibility to upgrade these settlements, which always results in rebuilt Osgiliath strat model. The event_counter that would make the final core building require a specific faction cannot be combined in the export_descr_buildings with other event_counters or hidden_resources... of I did not find out how.
    Last edited by Adjudant-Major; January 05, 2012 at 01:28 PM.


  4. #4

    Default Re: Fornost Erain to get rebuilt from ruins

    interresting. as there been any new progress?

  5. #5
    Withwnar's Avatar Script To The Waist
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    Default Re: Fornost Erain to get rebuilt from ruins

    If this is still the stumbling block...

    Quote Originally Posted by Adjudant-Major View Post
    Edit 5... not good I did not find any way to prevent "sicily" from the possibility to upgrade these settlements, which always results in rebuilt Osgiliath strat model. The event_counter that would make the final core building require a specific faction cannot be combined in the export_descr_buildings with other event_counters or hidden_resources... of I did not find out how.
    ...and the problem is the mixture of AND and OR in the EDB conditions (a common problem) then how about this...

    Add a new building tree:

    Code:
    building special_build
    {
        levels special_build_base special_build_fornost special_build_osgw
        {
            special_build_base requires factions { turks, sicily, } and hidden resource hr_none
            {
                capability
                {
                }
                material wooden
                construction  1 
                cost  0 
                settlement_min village
                upgrades
                {
                  special_build_fornost
                  special_build_osgw
                }
            }
            special_build_fornost requires factions { turks, } and hidden resource fornost
            {
                capability
                {
                }
                material wooden
                construction  1 
                cost  0 
                settlement_min village
                upgrades
                {
                }
            }
            special_build_osgw requires factions { sicily, } and hidden resource osgiliath_west
            {
                capability
                {
                }
                material wooden
                construction  1 
                cost  0 
                settlement_min village
                upgrades
                {
                }
            }
        }
        plugins
        {
        }
    }
    For the citadel make the condition:

    Code:
    citadel castle requires factions { sicily, turks, } and building_present_min_level special_build special_build_fornost
    The idea being that the citadel is only available in a settlement that has a special_build building (beyond the "base" one) but each one of those buildings is only buildable in certain regions and for certain factions.

    The base one is not buildable but script could auto-build it when the appropriate wall level is reached. e.g. ...

    Code:
    monitor_event BuildingCompleted SettlementName Arthedain ;(fornost)
      and SettlementBuildingFinished fortress
    
      console_command create_building Arthedain special_build_base
    
    terminate_monitor
    end_monitor
    The player can then upgrade this "base" building to the "fornost" one. After that the citadel upgrade should now be available.

    That's the idea anyway. Some details would need ironing out, such as the "gap" error in the log (which is harmless) and what to do with the special building after the citadel is built. Plus Osg.W is not a castle but it should still work for huge_city conditions.
    Last edited by Withwnar; October 31, 2012 at 02:53 AM.

  6. #6
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Fornost Erain to get rebuilt from ruins

    Looks nice =)
    But wouldnt it be even better for Annuminas then, as that quite boring gamewsie city (till Eriador made into Arnor) and therefore should be made a little more interesting in general by some aestethic care? Just thinking out loud ^^

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  7. #7

    Default Re: Fornost Erain to get rebuilt from ruins

    I think that also Amon Sul would be great ruin to rebuild. Anyway, good idea.
    "When your opponent fears you, then's the moment when you give the fear its own rein, give it the time to work on him. Let it become terror. The terrified man fights himself. Eventually, he attacks in desperation. That is the most dangerous moment, but the terrified man can be trusted usually to make a fatal mistake."

    "I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain."

  8. #8
    Hallow's Avatar Ducenarius
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    Default Re: Fornost Erain to get rebuilt from ruins

    This is a great idea for a lot of settlements. Tharbad, Fornost, Annuminas and Lond Daer could use variations of Osgiliath and Huge City/Castle models. Amon Sul would also be nice but that requires a new model to represent the rebuilt fortress.
    "Romans regarded peace not as an absence of war, but the rare situation that existed when all opponents had been beaten down and lost the ability to resist."


  9. #9
    Bernardius's Avatar Decanus
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    Default Re: Fornost Erain to get rebuilt from ruins

    interestin thougts there!
    EB II is finally out! ...NOW!!!...

  10. #10
    Incredible Bulk's Avatar Vicarius
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    Default Re: Fornost Erain to get rebuilt from ruins

    Cool hope it happens

  11. #11

    Default Re: Fornost Erain to get rebuilt from ruins

    I've been giving alot of similar thought to a "cleansed" Minas Ithil. Is there no way to have the game use different settlement battlemap files when a certain building is constructed (other than walls/castle upgrades)?

  12. #12
    Incredible Bulk's Avatar Vicarius
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    Default Re: Fornost Erain to get rebuilt from ruins

    The only thing with Fornost when rebuild it looks like a generic castle

  13. #13

    Default Re: Fornost Erain to get rebuilt from ruins

    Adjutant, have you made any further progress on these unique cities and castles? BTW, most impressive results.

  14. #14

    Default Re: Fornost Erain to get rebuilt from ruins

    Great, now somebody implement it, minimod, submod, main game, doesnt matter.

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