I was being an idiot. It's working, although villages are still called watchtowers for some reason. Thanks for the mod! Really improves immersion/roleplay for me.
I was being an idiot. It's working, although villages are still called watchtowers for some reason. Thanks for the mod! Really improves immersion/roleplay for me.
Good idea, there'll be a two or three of this little village on the road to Constantinople !!
+rep
The description Last of the Romans (Ultimus Romanorum) has historically been given to any man thought to embody the values of Ancient Roman civilization —values which, by implication, became extinct on his death. It has been used to describe a number of individuals.
☧Flavius Belisarius ☧ (505?–565), one of the greatest generals of the Byzantine Empire and one of the most acclaimed generals in history. He was also the only Byzantine general to be granted a Roman Triumph.
On the campaign map, the villages are still referred to as watchtowers when you hover your cursor over them.
If you run the SS setup the .txt files get replaced with the backup files in the SS6.3 folder so you either have to reinstall this submod each time you run the setup, or you have to replace the backup .txt files themselves with the files from the submod.
After doing so, running the setup will no longer affect this submod.
That was it, thanks.
I'm really liking this mod.
Nifty.
Cheers
Just a small note;
The AI builds more villages and forts if the price of both is set to 0.
What I also found very interesting is that the AI apparently uses the forts much more often if their cost is 0...for some reason.
The AI then tends to both man their own forts and besiege their enemies forts, at least they did so in my tests.
A simple change in the descr_cultures does this so I am including that option here;
descr_cultures.txt
Works for me.
Try running the setup again.
Or perhaps paste the files from the text folder into the data\campaign\backup\text, data\campaign\early\text, data\campaign\late\text folders if that does not work.
In the end, you should never see the term "watchtower" ingame, if you do, something is wrong.
you probably need to delete the pertinent (extended, tooltips, strat) "strings.bin" files so the game recreates it with the updated data
I think it is because of the translation, my vanilla game is in French, is it that ?
In fact it is written "tour de guet" not "watchtowers" in the battle building windows or menu, do tou know how to get village in stead of ?
You're using Steam right?
And if I'm not mistaken you can see "French Village" when you hover with the mouse over a tower/village in the strat map but in the Menu to build them it shows "Tour de guet".
If you did what I said in my previous post, then the game is reading vanilla M2's strat.txt.strings.bin and tooltips.txt.strings,bin
This is because Steam version fails to regenerate both files from the TXT sources.
Solution:
Marius has to provide those strings.bin with the download
The idea behind this mod is really good, but I get the error where villages are still called watchtowers. Also, I could not seem to get the alternate version without trees to work at all. If readme instructions were included, I would call this mod perfect, but it just doesn't work as intended for me, so I'm stuck.
Just curious, is it even possible to make watchtowers give money? I would think not, and it sounds like it could enable exploitation, so no big loss.
Hi Marius.
Thanks for great mod man !
I've installed this mod into SSHIP 0.9.2, it works (I see villages instead of watch towers), the construction menu is changed, texts are 'Villages'.
So it looks like everything is working.
But in system.log.txt on the game start there's series of errors :
23:02:14.652 [data.invalid] [error] Could not find aerial map 'settlement_eastern_level_....' in database
Is it important ?
Full log :
Spoiler Alert, click show to read:
Last edited by tmodelsk; April 25, 2017 at 04:17 PM.
SSHIP mini-mods :
- SSHIP-Tweaks : configurable compilation of various mini-mods (wiki)
- Loading screens