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 .






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