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Thread: Rome II TW Map Editor Sugestions

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  1. #1

    Default Rome II TW Map Editor Sugestions

    The Editor so far is nice but is pretty useless for practice , because you cannot make useable maps ,

    I mean :you cant use them in avatar conquest ,
    you cant set up the money split for factions ,
    you cant load more than 1vs 1 ,
    and has several bugs ...

    having played with the TED of STWII

    I created this map castle , still a wip but allowed me to get to understand the pros and cons of the editor ...



    On Steam Workshop to test

    I hope to see some bugs and some features fixed in the next one of Rome ...

    For Rome TWII

    1 The maps created for Custom battles do not allow the funds to be unevenly divided so both sides attacking and defending gets the same
    2 the Deployment zones seems to be bugged so making problems in the creation of more than 1 vs 1 battles
    3 deployment of avatars sometimes gets stuck inside a mountain as bug , hope it gets fixed
    4 a better snap into position easy access key woudl speed things up
    5 some toggle or untoggle for buildings to have or not their features of firing would be nice
    6 allow customizable time ( so far seems we only have a limited time for siege ( the one I tried ) )
    7 of course all the other bugs known and listed already in the wiki
    8 possibility to set preferences AI routes , so that the CPU knows exactly what to use to reach soem ( Go areas) and have them with a priority , so that if some lines of access are blocked or garrisoned the CPU might chose secondary in scale of priority routes
    9 possibility to create preassembled buildings props and save them to reuse after
    10 a road tracing tool to draw easy and fine the roads and decos
    11 It seems that Custom made maps are useless to the count of the Multiplayer avatar conquest campaign , wich is a shame actually because they could add variance ... ( as long as RTW will have a similar system to STWII )
    12 Allow the implementation of secondary key building capture during sieges
    13 allow the possibility to implement minor castles as key building to conquer in land battles
    14 allow mixed tactical battlemaps like siege/land Siege/naval land/naval
    15 Faster download time on MP battles in the lobby
    16 Debug mode ( see under )

    more to come ...

    For Shogun TW II

    Can I hope to have an answer on at least how to Fix :

    Those are Extremely important bugs so far that prevent the correct making of a good map and usable map online

    I finetuned more and more the maps but still some bugs are impossible to fix
    wich is a real pity because the map editor is very good , but those bugs invalidate most o fthe work you might want to do with it .

    The Main Issues so far with the Editor are that:


    1 The deployments are bugged and do not allow a proper player combo deployment
    2 the money distribution is bugged and all have always the same funds
    3 the Time is not possible to regulate , leading to superfast battles on MP
    4 The battles online on custom battles do not allow Experience collected and provinces conquered in avatar conquest


    Fixing those 4 points would make worth making new maps and battles beyond the same scope of playing 1vs1 against cpu or few bugged 2vs2 ... but allow the whole spectrum of battles and most of all make them worth making ...

    sure there will be good ones and bad ones, but people could select them and use on online competitions , battles, avatar conquests and use them because are worth experience and conquest ... without those features they are practically useless ...


    There are some other less dramatic but still important bugs

    1 bridges do not work
    2 some garrisonable buildings have a weird deployment ( buddhust Temples )
    3 is not possible to use key buildings in siege
    4 is not possible to use castle buildings in normal land maps




    Debug mode:

    Another Extremely important feature, that I couln't find anywhere in the actual editor , perhaps I might have missed but I found no trace also on the wiki , is a Debugging mode ...


    1 Debug mode that can simulate the presence of 1 to 8 different armies, with settings for small up to ultra dimension of units and see the impact on the lag and gameplay fps

    2 the FPS window is present but doesn't shows the total cost of items placed

    3 a debug system for number of polygons and textures used at the same time on the map

    4 a debug mapping area with red area over regions that need for example a tune down on the number of polygons used in order to grant a working multiplayer map that avoids lag .


    The maps can become pretty much overfilled with the optimization is not taken into account and there is a wild spamming of items all around , sure it makes the map better but it decreases performances, unfortunately you can't know that untill you try online or in a custom battle .... but then it becomes a process of trial and error and it might be frustrating and time wasting ...

    Hopefully this feature might be implemented in the future TED.


    Thanks CA for Attention .
    Last edited by PROMETHEUS ts; May 26, 2013 at 06:36 AM.

    ------CONAN TRAILER--------
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    Creator of Res Gestae
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    Fallout 3 Modder
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    actually modding skyrim [/SIZE]

  2. #2

    Default Re: Rome II TW Map Editor Sugestions

    Everyone wants the same, mate.

  3. #3

    Default Re: Rome II TW Map Editor Sugestions

    The Editor so far is nice but is pretty useless for practice , because you cannot make useable maps ,

    I mean :you cant use them in avatar conquest ,
    you cant set up the money split for factions ,
    you cant load more than 1vs 1 ,
    and has several bugs ...

    ------CONAN TRAILER--------
    RomeII Realistic Heights mod
    Arcani
    I S S G A R D
    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    2005-2006 Best modder , skinner , modeler awards winner.
    actually modding skyrim [/SIZE]

  4. #4
    Adreno's Avatar Senator
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    Default Re: Rome II TW Map Editor Sugestions

    you can change funds.. its in map.info and called defender funds ratio, if its set to 1.0 its the same for both attacker and defender, 2.0 double for defender, 0.5 is half for defender

    you can also make maps 2vs2 and everything, the problem i believe is you either have to make it 1 vs 1 or everything upto 4 vs 4.. if i make a map for 2 vs 2 it doesnt work, it always has to have all of em

  5. #5

    Default Re: Rome II TW Map Editor Sugestions

    Quote Originally Posted by Adreno View Post
    you can change funds.. its in map.info and called defender funds ratio, if its set to 1.0 its the same for both attacker and defender, 2.0 double for defender, 0.5 is half for defender

    you can also make maps 2vs2 and everything, the problem i believe is you either have to make it 1 vs 1 or everything upto 4 vs 4.. if i make a map for 2 vs 2 it doesnt work, it always has to have all of em
    I used a decimal fractioning rather than a doubling ,but is not working , on MP battles it offers always the same funds to both sides .

    as for 4vs 4 or 3 vs 4 etc I tried several system deployments and ALL failed causing ctds online , the only working was 1vs1 despite the deployment zone was setup as 4vs4 ... any ideas on that ? It's undobtely a bug ... though ...
    I also edited the last part of the Starting thread with the main important bugs that would need to be fixed for the map editor to be actually usefull for making maps ...

    so far it might be a nice exercise to show off abilities but in practical terms is pretty useless if those maps cannot be well setup for the MP battles and cannot be used in avatar conquests or the like .

    ------CONAN TRAILER--------
    RomeII Realistic Heights mod
    Arcani
    I S S G A R D
    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    2005-2006 Best modder , skinner , modeler awards winner.
    actually modding skyrim [/SIZE]

  6. #6
    Adreno's Avatar Senator
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    Default Re: Rome II TW Map Editor Sugestions

    Yeah im not sure, they changed the deployment, at first it was just 1 vs 1.. but now if you start a new map there will standard deployment zones upto 4 vs 4, and that works fine for land battles, but theyre useless for sieges.. so you have to do them manually, and then u cant do squares or rectangles, as they need at least 5 coords to save properly.. ill have a look if i can get 2vs2 working without adding deployment zones beyond that setup

  7. #7

    Default Re: Rome II TW Map Editor Sugestions

    Quote Originally Posted by Adreno View Post
    Yeah im not sure, they changed the deployment, at first it was just 1 vs 1.. but now if you start a new map there will standard deployment zones upto 4 vs 4, and that works fine for land battles, but theyre useless for sieges.. so you have to do them manually, and then u cant do squares or rectangles, as they need at least 5 coords to save properly.. ill have a look if i can get 2vs2 working without adding deployment zones beyond that setup
    You can Download my map from steam workshop and test it , But anyway is not working the deployment for more than 1vs1 and this is a bug .

    Also it would be much easier and implement less bugs if the"changes" to be done manually in the XML file could be done automatically by the editor itself with some checkboxes...

    ------CONAN TRAILER--------
    RomeII Realistic Heights mod
    Arcani
    I S S G A R D
    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    2005-2006 Best modder , skinner , modeler awards winner.
    actually modding skyrim [/SIZE]

  8. #8
    Adreno's Avatar Senator
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    Default Re: Rome II TW Map Editor Sugestions

    well i just checked and i might have found your problem

    <team_size_1>4</team_size_1> <team_size_2>4</team_size_2> on default these values are set to 1.. you need to change them to 4 (or whatever max size youre willing to use)

    ill try out some custom deployments and see if it will work this way

  9. #9

    Default

    Quote Originally Posted by Adreno View Post
    well i just checked and i might have found your problem

    <team_size_1>4</team_size_1> <team_size_2>4</team_size_2> on default these values are set to 1.. you need to change them to 4 (or whatever max size youre willing to use)

    ill try out some custom deployments and see if it will work this way
    I'ts writted 4 among the tags , but I think this discussion is better to reserve it there ...

    http://www.twcenter.net/forums/showt...=#post12873174

    Lets hope they fix all old bugs first .. and new features .... Would like to place new scenarios on the campaign map !
    Hope CA listen , but maybe to late now ... Release i'ts pretty soon , 3 september !
    Last edited by Gigantus; May 26, 2013 at 07:07 AM. Reason: multiple posting merged.

    ------CONAN TRAILER--------
    RomeII Realistic Heights mod
    Arcani
    I S S G A R D
    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    2005-2006 Best modder , skinner , modeler awards winner.
    actually modding skyrim [/SIZE]

  10. #10
    magpie's Avatar Artifex
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    Default Re: Rome II TW Map Editor Sugestions

    Great to see you getting to grips with the editor my friend and listing the pro,s and con,s.

    Many thanks,

    magpie.

    sponsered by the noble Prisca

  11. #11
    MathiasOfAthens's Avatar Comes Rei Militaris
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    Default Re: Rome II TW Map Editor Sugestions

    Assuming CA will release TED 2 for Rtw2 I would like a quick ability to attach the map to the campaign map.

    I already expect them to create a wide variety of features to make awesome Greek, Gallic and Roman cities and forts as well as ditches, trenches, spikes, walls etc.

  12. #12

    Default Re: Rome II TW Map Editor Sugestions

    Yes but so far , although the editor is nice and allows yo to have fun creating environments , practically it is useless for MP battles , for the aforementioned problems, Limited time unselectable , impossible to deploy zones for other players, not possible to fix the right money divisions , not possible to make the mp battles set on the custom maps worth for the avatar conqueest etc ....

    ------CONAN TRAILER--------
    RomeII Realistic Heights mod
    Arcani
    I S S G A R D
    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    2005-2006 Best modder , skinner , modeler awards winner.
    actually modding skyrim [/SIZE]

  13. #13

    Default Re: Rome II TW Map Editor Sugestions

    Awesome castle dude, +rep

  14. #14

    Default Re: Rome II TW Map Editor Sugestions

    Thanks , Ihave tried to manually edit the XML for deployment zones, but its clearly a bug and this will need to be fixed so the bug list stands up .

    I really hope that more sugestions from people could come , but seems that most like just to waste their time on forums by insulting and complaining rather than make some constructing proposals ...

    Hopefully CA will take alook at the modder's requests and to the bugs of the Editor .

    ------CONAN TRAILER--------
    RomeII Realistic Heights mod
    Arcani
    I S S G A R D
    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    2005-2006 Best modder , skinner , modeler awards winner.
    actually modding skyrim [/SIZE]

  15. #15
    Karnil Vark Khaitan's Avatar Praepositus
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    Default Re: Rome II TW Map Editor Sugestions

    test it out some more. and you may be invtited to modding summit.

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  16. #16

    Default

    I managed to make work some of the battles with more than 1vs1 with xml editing , but its a complete mess ... and is not automated anyway .
    still some are bugged and cause a crash .

    I finetuned more and more the maps but still some bugs are impossible to fix
    wich is a real pity because the map editor is very good , but those bugs invalidate most o fthe work you might want to do with it .

    The Main Issues so far with the Editor are that:


    1 The deployments are bugged and do not allow a proper player combo deployment
    2 the money distribution is bugged and all have always the same funds
    3 the Time is not possible to regulate , leading to superfast battles on MP
    4 The battles online on custom battles do not allow Experience collected and provinces conquered in avatar conquest


    Fixing those 4 points would make worth making new maps and battles beyond the same scope of playing 1vs1 against cpu or few bugged 2vs2 ... but allow the whole spectrum of battles and most of all make them worth making ...

    sure there will be good ones and bad ones, but people could select them and use on online competitions , battles, avatar conquests and use them because are worth experience and conquest ... without those features they are practically useless ...

    Thanks CA for Attention .
    Last edited by Gigantus; May 26, 2013 at 07:06 AM. Reason: multiple posting merged

    ------CONAN TRAILER--------
    RomeII Realistic Heights mod
    Arcani
    I S S G A R D
    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    2005-2006 Best modder , skinner , modeler awards winner.
    actually modding skyrim [/SIZE]

  17. #17

    Default Re: Rome II TW Map Editor Sugestions

    Another Extremely important feature, that I couln't find anywhere in the actual editor , perhaps I might have missed but I found no trace also on the wiki , is a Debugging mode ...


    1 Debug mode that can simulate the presence of 1 to 8 different armies, with settings for small up to ultra dimension of units and see the impact on the lag and gameplay fps

    2 the FPS window is present but doesn't shows the total cost of items placed

    3 a debug system for number of polygons and textures used at the same time on the map

    4 a debug mapping area with red area over regions that need for example a tune down on the number of polygons used in order to grant a working multiplayer map that avoids lag .


    The maps can become pretty much overfilled with the optimization is not taken into account and there is a wild spamming of items all around , sure it makes the map better but it decreases performances, unfortunately you can't know that untill you try online or in a custom battle .... but then it becomes a process of trial and error and it might be frustrating and time wasting ...

    Hopefully this feature might be implemented in the future TED.



    Also I seem to have found a workaround to allow all the deployments beeing able to perform on the battlefield maps but whenever the TED saves he map those settings are deleted and again do not work .

    ------CONAN TRAILER--------
    RomeII Realistic Heights mod
    Arcani
    I S S G A R D
    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    2005-2006 Best modder , skinner , modeler awards winner.
    actually modding skyrim [/SIZE]

  18. #18
    magpie's Avatar Artifex
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    Default Re: Rome II TW Map Editor Sugestions

    Keep up the great work +rep.

    magpie

    sponsered by the noble Prisca

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