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Thread: What prevent modder from splitting vanilla province?

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  1. #1

    Default What prevent modder from splitting vanilla province?

    I read some where that we cannot adding province to Rome 2 at this current state. Why we cannot take some vanilla settlements and combine them into new province? What is the actual technical obstacle of that? I remember some one said something about "growing factor" or something similar. Is it still true with the current patch and creative assembly kit?

  2. #2
    LestaT's Avatar Artifex
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    Default Re: What prevent modder from splitting vanilla province?

    No tools.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  3. #3

    Default Re: What prevent modder from splitting vanilla province?

    Quote Originally Posted by ^OvO^ View Post
    No tools.
    Do we need a distinct tool to create new province? Since Rome II province is very different from Shogun II or Empire, I think that Rome II is simply a container for region. Browsing the game table, I notice that region contain most of the position and geometry data, do we really need a map tool for create new province from existed region? Can we just create a new province in the province table DAVE, assign some region to new province in region_to_province_junction table, and change a region from minor to major? Then we can use BOB to create a new startpos from those table.
    Did some one ever try doing what I listed above? (For some reason, my BOB always freeze whenever it tries to build something, therefore I cannot test my theory myself).

    Thank you.

  4. #4
    crzyrndm's Avatar Artifex
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    Default Re: What prevent modder from splitting vanilla province?

    Map data is more complex than simply a few location variables in the db. Likely, the values you refer to are only there for easier reference to values cooked into the map itself.
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  5. #5

    Default Re: What prevent modder from splitting vanilla province?

    Quote Originally Posted by crzyrndm View Post
    Map data is more complex than simply a few location variables in the db. Likely, the values you refer to are only there for easier reference to values cooked into the map itself.
    It is really strange to me that CA have to cook the province Data into the map file. Region contains almost very thing about position and boundary data that tied with the game map. Province should only act as a logical wrapper to group region together, and cook them into the map file seem to be a weird choice in term of database design as it creates redundancies.

    Thank you for your answer any way.

  6. #6
    Daruwind's Avatar Citizen
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    Default Re: What prevent modder from splitting vanilla province?

    Exactly...DB is containing a lot of redundancies but without proper documentation we have no clue what is optionat,what is core,what is source for another things etc....We are unable to add more building slots,change UI and a lot of other things. Simply we donīt see all variables and without proper editor itīs just quessing parameters in some code. Trust me,people have tried a lot of things up to date....
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  7. #7

    Default Re: What prevent modder from splitting vanilla province?

    I actually think this may be possible, but it's tricky and ultimately not worth it. Even if you create a new province, there is no practical benefit to it beyond the issuance of edits. For instance, I split up Magna Graecia so Syracuse and Sicily were its own province. I didn't test it a lot. The UI expanded so Syracuse would have room for extra building slots - but those slots aren't functional. So, there's just no benefit to doing it even if you could get it to work 100%. Until there are map tools, there's no real purpose.


  8. #8

    Default Re: What prevent modder from splitting vanilla province?

    Quote Originally Posted by ABH2 View Post
    I actually think this may be possible, but it's tricky and ultimately not worth it. Even if you create a new province, there is no practical benefit to it beyond the issuance of edits. For instance, I split up Magna Graecia so Syracuse and Sicily were its own province. I didn't test it a lot. The UI expanded so Syracuse would have room for extra building slots - but those slots aren't functional. So, there's just no benefit to doing it even if you could get it to work 100%. Until there are map tools, there's no real purpose.
    It is nice to see some one already tried though. For some mod that has setting in different era, being able to create new province and swapping region around may have some use.
    About the problem of unable to add slot 5-6 (maybe same as here), did you try workaround by adding preset building to the new capital province? Then we may use Mitch's manpower system to upgrade building and ignore the the vanilla growing-factor.
    I really want to see some of your work on this matter.

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