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  1. #1

    Default (WIP) Alexandria

    Here i will post my progress on my new city map Im making.
    ---------------------------------------------------------

    The map still needs alot more detail and texturing but it's coming along great.

    DESCRIPTION:
    The map will be 3vs2 and 2 army's attack from the front and 1 army attacks from the back. The defenders have 2 buildings they can put troops in and 3 street baricades to the defend.
    There are going to be 3 maybe 4 capture point's i still need to see what works best!.

    The map got all early key points of alexandria but the map is not 100% historical with street layout but i think this will be better for gameplay.







    Spoiler Alert, click show to read: 










    Hope you guys like it.
    Last edited by Sir_Pee_Alot; August 07, 2016 at 04:58 PM.
    --------> http://play0ad.com <--------
    OS: Win 7 64bit Ultimate // MOB: GA-990FXA-UD5 // CPU: AMD FX-8350 BE Eight-Core 4,70Ghz OC // WC: CM Nepton_280L // Memory: 16GB 1866Mhz // GPU: Nvidea GTX 780 ti 3GB // SC: SB X-Fi Titanium HD // SS: Creative T20 Series II // Monitors: Asus 27" 1ms , Asus 24'' 4ms //
    HDD: 1TB // SSD: 128GB // SSD: 240GB // External: 3TB

  2. #2

    Default Re: (WIP) Alexandria

    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  3. #3

    Default Re: (WIP) Alexandria

    Quote Originally Posted by Petellius View Post
    Just saying :/
    True but this will be a early version the city is a little smaller
    --------> http://play0ad.com <--------
    OS: Win 7 64bit Ultimate // MOB: GA-990FXA-UD5 // CPU: AMD FX-8350 BE Eight-Core 4,70Ghz OC // WC: CM Nepton_280L // Memory: 16GB 1866Mhz // GPU: Nvidea GTX 780 ti 3GB // SC: SB X-Fi Titanium HD // SS: Creative T20 Series II // Monitors: Asus 27" 1ms , Asus 24'' 4ms //
    HDD: 1TB // SSD: 128GB // SSD: 240GB // External: 3TB

  4. #4

    Default Re: (WIP) Alexandria

    Ah okay cool!
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  5. #5

    Default Re: (WIP) Alexandria

    Updated
    --------> http://play0ad.com <--------
    OS: Win 7 64bit Ultimate // MOB: GA-990FXA-UD5 // CPU: AMD FX-8350 BE Eight-Core 4,70Ghz OC // WC: CM Nepton_280L // Memory: 16GB 1866Mhz // GPU: Nvidea GTX 780 ti 3GB // SC: SB X-Fi Titanium HD // SS: Creative T20 Series II // Monitors: Asus 27" 1ms , Asus 24'' 4ms //
    HDD: 1TB // SSD: 128GB // SSD: 240GB // External: 3TB

  6. #6

    Default Re: (WIP) Alexandria

    It looks to be coming along very nicely, and you seem to be progressing in your own skills at a good pace. It's great to see. There's a lot of different eras for some of these historical cities that can be covered.

    Unfortunately we still have no way to get these cities into the campaign. At the very least we'd be quite limited in the attempt to do that. We *can* however replace any default cities of Attila's, and I hope one of you guys will help us out there with some more generic settlement maps.


  7. #7

    Default Re: (WIP) Alexandria

    Quote Originally Posted by Caligula the Mad View Post
    I'm just guessing here but you probably could replace the unique settlements like Constantiople and Rome by just overriding those settlement maps, but I'm fairly sure Terry or Ted (whichever one it is) is broken so you can't actually replace the generic maps with specific battlemaps.
    I also saw some thing from 7 months ago saying some CA member had released a set of instructions on how to get the campaign editor tool working kinda but I don't know if anyone has tested it.
    https://forums.totalwar.com/discussi...omment_1473142
    Quote Originally Posted by ABH2 View Post
    Unfortunately we still have no way to get these cities into the campaign. At the very least we'd be quite limited in the attempt to do that. We *can* however replace any default cities of Attila's, and I hope one of you guys will help us out there with some more generic settlement maps.
    It's possible. It's not hardcoded (as many have claimed) and you don't need Terry or any other tool in the Assembly Kit for that matter.

    That is not replacing a generic map, it's importing an entirely new map and uniquely setting Carthage to use it. You can do the same with any map, such as Alexandria. Theoretically speaking, you could have a unique map for every settlement in the game.
    Last edited by Causeless; September 13, 2016 at 06:12 AM.
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  8. #8
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: (WIP) Alexandria

    Quote Originally Posted by Causeless View Post
    It's possible. It's not hardcoded (as many have claimed) and you don't need Terry or any other tool in the Assembly Kit for that matter.

    That is not replacing a generic map, it's importing an entirely new map and uniquely setting Carthage to use it. You can do the same with any map, such as Alexandria. Theoretically speaking, you could have a unique map for every settlement in the game.
    v
    How did you do that?? First off congrats for figuring this out, but then it would be good to share how you managed to import the cities on the grand campaign and on custom battle map. What I mean is with ABH and Petellius, just share with them how you managed to get Doomon's maps into the gc. Because if you've managed to do this in Attila, then hopefully this can be done in AE.

    Have there been any crashes when you loaded them up? Because how you did this....its too complex for someone like me, but total war modders have always made the impossible to be possible, so, just kudos. I now wish to see these maps in AE, because if you've managed to convert these cities on the Vanilla version of Attila's GC, then I am sure it is just as possible to do the same in AE.

    Also seeing Doomon's maps in the GC for Attila and hopefully AE is a dream come true! Kudos!
    Last edited by The Wandering Storyteller; September 13, 2016 at 06:38 AM.





















































  9. #9

    Default Re: (WIP) Alexandria

    Quote Originally Posted by S.P.Q.R View Post
    v
    How did you do that?? First off congrats for figuring this out, but then it would be good to share how you managed to import the cities on the grand campaign and on custom battle map. What I mean is with ABH and Petellius, just share with them how you managed to get Doomon's maps into the gc. Because if you've managed to do this in Attila, then hopefully this can be done in AE.

    Have there been any crashes when you loaded them up? Because how you did this....its too complex for someone like me, but total war modders have always made the impossible to be possible, so, just kudos. I now wish to see these maps in AE, because if you've managed to convert these cities on the Vanilla version of Attila's GC, then I am sure it is just as possible to do the same in AE.

    Also seeing Doomon's maps in the GC for Attila and hopefully AE is a dream come true! Kudos!
    I reverse-engineered the tilemap binary file format and wrote some software to generate modified files.

    I have no doubt that it'd work in AE - or any other Attila mod. In fact, the same technique should theoretically work with Rome 2, too.

    Quote Originally Posted by Hassassins View Post
    Yes is possible, but is full of bugs, like random CTD when attack/defend the city (tested). Also the custom maps have bugs like totally usseles walls, or stupid (even more) AI. In case we can add our custom cities/maps into campaign without any tool and, most important, without any CTD or bug, you still have usseles walls and many other bugs, that make unplayable the map for most of the players, and with a stupid AI and without walls, there is no siege. Of course there is a lot of bugs in custom cities, but walls and AI are most important.

    And we cant expect any fix from CA in any of these bugs.
    With a valid file, I've not had any CTDs. It's literally using the same pipeline as the vanilla game - this would only crash in situations the vanilla game would. I'm not "tricking" the game, I'm generating the files exactly as it expects to see them.

    There are bugs with custom maps and Ted, but the actual process of assigning battle maps to campaign tiles via the reverse-engineered files works flawlessly as far as I can tell. Again, it's literally the exact same way the vanilla game assigns maps. I'm effectively generating the same files that Terry/BoB are meant to generate (but cannot due to being broken).

    This means, at the very least, that Rome 2 maps should work perfectly. Custom maps have flaws but it's unrelated to the process of assigning battle maps to campaign tiles.
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  10. #10
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: (WIP) Alexandria

    Great work - as always!

  11. #11

    Default Re: (WIP) Alexandria

    Thx will update soon when Im home from vacation, And ABH2 then we will talk about generic settlements.
    --------> http://play0ad.com <--------
    OS: Win 7 64bit Ultimate // MOB: GA-990FXA-UD5 // CPU: AMD FX-8350 BE Eight-Core 4,70Ghz OC // WC: CM Nepton_280L // Memory: 16GB 1866Mhz // GPU: Nvidea GTX 780 ti 3GB // SC: SB X-Fi Titanium HD // SS: Creative T20 Series II // Monitors: Asus 27" 1ms , Asus 24'' 4ms //
    HDD: 1TB // SSD: 128GB // SSD: 240GB // External: 3TB

  12. #12

    Default Re: (WIP) Alexandria

    Hope all this hard work is for not. Looks great by the waay
    Shogun 2, no thanks I will stick with Kingdoms SS.

  13. #13

    Default Re: (WIP) Alexandria

    I-Is that a garrisonable building?

  14. #14

    Default Re: (WIP) Alexandria

    Quote Originally Posted by You_Guess_Who View Post
    I-Is that a garrisonable building?
    Yes it is I have added 2 maybe 3 need to see how it plays out.
    --------> http://play0ad.com <--------
    OS: Win 7 64bit Ultimate // MOB: GA-990FXA-UD5 // CPU: AMD FX-8350 BE Eight-Core 4,70Ghz OC // WC: CM Nepton_280L // Memory: 16GB 1866Mhz // GPU: Nvidea GTX 780 ti 3GB // SC: SB X-Fi Titanium HD // SS: Creative T20 Series II // Monitors: Asus 27" 1ms , Asus 24'' 4ms //
    HDD: 1TB // SSD: 128GB // SSD: 240GB // External: 3TB

  15. #15

    Default Re: (WIP) Alexandria

    I think they play out pretty well, I think Doomon included one on his carthage map
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  16. #16

    Default Re: (WIP) Alexandria

    Quote Originally Posted by Petellius View Post
    I think they play out pretty well, I think Doomon included one on his carthage map
    I see but did he also made them occupiable?
    --------> http://play0ad.com <--------
    OS: Win 7 64bit Ultimate // MOB: GA-990FXA-UD5 // CPU: AMD FX-8350 BE Eight-Core 4,70Ghz OC // WC: CM Nepton_280L // Memory: 16GB 1866Mhz // GPU: Nvidea GTX 780 ti 3GB // SC: SB X-Fi Titanium HD // SS: Creative T20 Series II // Monitors: Asus 27" 1ms , Asus 24'' 4ms //
    HDD: 1TB // SSD: 128GB // SSD: 240GB // External: 3TB

  17. #17

    Default Re: (WIP) Alexandria

    Quote Originally Posted by Sir_Pee_Alot View Post
    I see but did he also made them occupiable?
    I believe that they were already occupiable.
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  18. #18

    Default Re: (WIP) Alexandria

    Quote Originally Posted by Causeless View Post
    I believe that they were already occupiable.
    If he added the occupiable logic then yes but if not then it's just a building.


    Psycopathy
    Look good but could use a bit more of a Hellenistic feel to it, it's definitely lacking in that area.
    I will this is just a first version with some placement of buildings will add different ones with more hellenic feel to it.
    --------> http://play0ad.com <--------
    OS: Win 7 64bit Ultimate // MOB: GA-990FXA-UD5 // CPU: AMD FX-8350 BE Eight-Core 4,70Ghz OC // WC: CM Nepton_280L // Memory: 16GB 1866Mhz // GPU: Nvidea GTX 780 ti 3GB // SC: SB X-Fi Titanium HD // SS: Creative T20 Series II // Monitors: Asus 27" 1ms , Asus 24'' 4ms //
    HDD: 1TB // SSD: 128GB // SSD: 240GB // External: 3TB

  19. #19

    Default Re: (WIP) Alexandria

    Quote Originally Posted by Sir_Pee_Alot View Post
    If he added the occupiable logic then yes but if not then it's just a building.
    As, I see. Thanks for the clarification, I don't know much about how Ted works!
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  20. #20
    Psycopathy's Avatar Laetus
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    Default Re: (WIP) Alexandria

    Look good but could use a bit more of a Hellenistic feel to it, it's definitely lacking in that area.

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