Re: Problem with a third tier of roads in a TATW submod
road levels - all models and textures are already in the vanilla game and do not need to be present unless edited. The three levels are road_dirt, road_stone and road_highway, each level has three textures. The models can be found in their sub folders of the ...\data\terrain\aerial_map\roads directory, the above textures are all in this root directory as well.
Your problem of not building will be EDB based - check the building conditions (hinterland_roads tree), eg which factions can build the individual levels and if there are additional conditions.
Edit: compare the texture files of stone and highway, the 'vanilla' textures have not much of a difference compared to dirt. The increase in movement range is due to the road_level bonus, usually starts with zero for dirt (only trade bonus) and then increases for paved and highway.
These are the tooltips entries for the three road levels:
Code:
{TMT_ROADS_TOOLTIP}Road: Allows armies to march further\nAlso adds to trade income\nThe amount of traffic indicates the amount of trade
{TMT_PAVED_ROADS_TOOLTIP}Paved road: Allows armies to march efficiently at speed\nAlso adds to trade income\nThe amount of traffic indicates the amount of trade
{TMT_HIGHWAYS_TOOLTIP}Highways: Allows armies to march long distances\nAlso adds to trade income\nThe amount of traffic indicates the amount of trade
Last edited by Gigantus; March 01, 2016 at 11:12 PM.