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Thread: Rebuilding osgiliath with Arnor

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  1. #1

    Default Rebuilding osgiliath with Arnor

    Hi there,

    i know there is a similary topic but sadly left unanswered. My aim is to modify my version of tatw to be able to rebuild Osgiliath as Arnor. I succeded in implementing it, but i have two problems now:

    1)I can't have the rebuilt osgiliath battle map model (got the strategic map one via the export_culture file)

    2)whatever i try, i cant figure out how to make the royal armoury buildable with arnor (obviously to get the aor unit)

    by the way, is it possible that there is a bug on the ''vanilla'' tatw 3.2 about rebuilding osgiliath with gondor (i dont know i dont play with gondor, they kinda s**k), cause to make the ''hidden_resource osgiliath-xx'' work properly in the export_desc_building file, had to change the

    huge_stone_wall city requires factions { gondor, } and hidden_resource osgiliath_east

    to

    huge_stone_wall city requires factions { byzantium, turks, } and hidden_resource osgiliath_east

    guess for gondor it would have been sicily????

    seem the engine doesnt like the culture instead of the faction, cuz when i first mod this file i put northmen instead and huge stone walls were available in all settlements of the right size, as if the hidden ressource wasnt red properly...

    Anyway, any help would be appreciated for my modification!

    thx

  2. #2
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Rebuilding osgiliath with Arnor

    2) In the EDB, add turks to these lines:
    Code:
            plate_armourer city requires factions { sicily, moors, turks, }  and building_present_min_level barracks militia_barracks
    Code:
            c_plate_armourer castle requires factions { sicily, moors, turks, }  and building_present_min_level castle_barracks armoury

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  3. #3

    Default Re: Rebuilding osgiliath with Arnor

    Quote Originally Posted by Ngugi View Post
    2) In the EDB, add turks to these lines:
    Code:
            plate_armourer city requires factions { sicily, moors, turks, }  and building_present_min_level barracks militia_barracks
    Code:
            c_plate_armourer castle requires factions { sicily, moors, turks, }  and building_present_min_level castle_barracks armoury
    i dont understand why the blacksmiths?

    its the top tier barrack that i want available in osgiliath, armoury, for the pikemen.
    is it that i really need those blacksmith usually unavalaible for arnor to get the actual armoury?
    but do i need the army barrack which become available through an event?

    maybe my problem is linked to the large_city_barracks event?

    where are the files for this event, cant find em

    plus, i've made a couple of full playthrough with 3 factions and never saw it

    for exemple, never saw a unit of arnor pikemen or arnor knight in campain

    surely not normal!

  4. #4

    Default Re: Rebuilding osgiliath with Arnor

    For my point 1)

    would renaming one (or all) the files in the settlement\unique\osg e&w repaired and copying to the generic northern huge city & citadel model would do the trick since it would be the only settlement upgradable to huge anyway? Does that would mess with other unique (northmen) settlement models. Got to see if dale or rohan start with a huge city...
    if it would work, which files are the generic northmen huge city/citadel models

  5. #5
    Withwnar's Avatar Script To The Waist
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    Default Re: Rebuilding osgiliath with Arnor

    Cultures do work here.

    "sicily" is the one and only faction of the "gondor" culture. So either can be used in cases like this, as they both equate to "the Gondor faction".

    "northmen" is a religion. Arnor's culture is "northern_european". But so is Dale's, Rohan's and Eriador's so that's no help if you want this for Arnor only.

    I think that this would do it...

    Code:
    huge_stone_wall city requires factions { gondor, turks, } and hidden_resource osgiliath_east and event_counter dunedain_turks 1

  6. #6

    Default Re: Rebuilding osgiliath with Arnor

    yeah i know about the culture versus religion thing

    i wanted to point to a possible source of problem for others wannabe modder, the hidden resouce wasnt properly red when pointing (more than?) one culture instead of factions...

    { gondor, northmen } didnt worked properly

    i know technically dale and rohan would have been able to rebuild it this way, i didnt care since AI wont reach it and i dont play those anyway

    { byzantium, turks } did the trick, the hidden resource was red

  7. #7
    Withwnar's Avatar Script To The Waist
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    Default Re: Rebuilding osgiliath with Arnor

    Quote Originally Posted by jimjuif View Post
    { gondor, northmen } didnt worked properly
    Because "northmen" is not a culture. There is no problem with using multiple cultures but that is not what you are doing - that's why it broke for you.

  8. #8

    Default Re: Rebuilding osgiliath with Arnor

    Quote Originally Posted by Withwnar View Post
    Because "northmen" is not a culture. There is no problem with using multiple cultures but that is not what you are doing - that's why it broke for you.
    yeah thx,

    gotta learn someway...

  9. #9

    Default Re: Rebuilding osgiliath with Arnor

    Quote Originally Posted by Withwnar View Post
    Cultures do work here.

    "sicily" is the one and only faction of the "gondor" culture. So either can be used in cases like this, as they both equate to "the Gondor faction".

    "northmen" is a religion. Arnor's culture is "northern_european". But so is Dale's, Rohan's and Eriador's so that's no help if you want this for Arnor only.

    I think that this would do it...

    Code:
    huge_stone_wall city requires factions { gondor, turks, } and hidden_resource osgiliath_east and event_counter dunedain_turks 1
    yeah maybe i messed up with those northmen/northern_european which would have cause the issue...
    anyway works well with the faction, for the city upgrade at least

  10. #10
    Withwnar's Avatar Script To The Waist
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    Default Re: Rebuilding osgiliath with Arnor

    Plus without the " and event_counter dunedain_turks 1" Eriador will be able to upgrade too.

  11. #11

    Default Re: Rebuilding osgiliath with Arnor

    i know that too but i assumed that by the time i get the cities and population, im well into arnor.
    its for personal use so i didnt made it top notch coded ultra-lore, cuz i ''role-play'' it anyway, wouldnt seek the osgiliath objective with a plain eriador campain

  12. #12

    Default Re: Rebuilding osgiliath with Arnor

    I confirm that the unbuildable armoury issue is linked to the (unproper) functionning of the large_city_barracks event, which prevent from building the army barrack which is needed for the armoury. Erase those requirement in the EDB and voilà!
    Finally saw those top tier unit with arnor, knights heavy archer and pikemen...

  13. #13
    Laetus
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    Default Re: Rebuilding osgiliath with Arnor

    Cerf = conquer

  14. #14
    Laetus
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    Default Re: Rebuilding osgiliath with Arnor

    In the divide and cerf mod the northern dunedain have gondor culture will they be able to rebuilt osgiliath?

  15. #15
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Rebuilding osgiliath with Arnor

    Ask Emperor of Hell in DaC's thread if you want to know what DaC has chosen; what's crucial is if the faction is coded to be able to upgrade to large cities & castles (and there's limitations there), not what culture/religion a faction has

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    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

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