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Thread: More building slots

  1. #221

    Default Re: More building slots

    Daruwind, isn't it possible to release a mini-mod, with 1 additional slot only for the city of Rome? As a demo preview or for general testing purpose? Thanks!

  2. #222

    Default Re: More building slots

    Do you think one could do this for Shogun 2? Like, would the 'major' province be in the same place?

  3. #223

    Default Re: More building slots

    Daruwind,

    Announcing a nice mod and not following through is really ugly, we might as well say nothing if it is to leave people on their hunger. Shame on you!

  4. #224
    Jake Armitage's Avatar Artifex
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    Default Re: More building slots

    I honestly don't hear from daruwind since a lot, both twc and discord.
    I hope he'll return back sooner or later.

    In any case... I have/know what'ss needed for more building slots.
    I'm slowly building a DeI submod with that feature, and I'll release a sort of guide when released (in the case daru doesn't show himself...)
    https://www.twcenter.net/forums/show...Rome-666-(WIP)

  5. #225

    Default Re: More building slots

    Okay please tell me when your mod are ready

  6. #226
    Jake Armitage's Avatar Artifex
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    Default Re: More building slots

    So... not sure how this thing will end but there might be the impossibility for having the more building slots feature.
    This depends if the CA will patch or not older games (a patch that will be done just for blocking a lua command).
    The patch will remove the possibility of executing external programs via lua, directly form the game. They'll surely do this for wh2 (which doesn't have more building slots problems btw) and any future tw game.
    If they'll do, it won't be for blocking the more building slot possibility but for avoiding some serious security flaws.
    It also depends if there is some other workaround for patching the dll.
    Which means we just have to wait and see.

  7. #227

    Default Re: More building slots

    Quote Originally Posted by Jake Armitage View Post
    So... not sure how this thing will end but there might be the impossibility for having the more building slots feature.
    This depends if the CA will patch or not older games (a patch that will be done just for blocking a lua command).
    The patch will remove the possibility of executing external programs via lua, directly form the game. They'll surely do this for wh2 (which doesn't have more building slots problems btw) and any future tw game.
    If they'll do, it won't be for blocking the more building slot possibility but for avoiding some serious security flaws.
    It also depends if there is some other workaround for patching the dll.
    Which means we just have to wait and see.
    So, if I understand that right, it is possible now to have more buildings slot for Rome 2 unless CA will release a patch which forbid that, isn't it ? Or what ?

  8. #228
    Jake Armitage's Avatar Artifex
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    Default Re: More building slots

    yes, that's it.
    but it's not that ca forbids more building slots, if they patch it's 'cause of security flaws.

    as a further note... it's actually possible to simulate the vanilla building system through lua and UI hex editing.
    wouldn't be exactly the same but enough for having a more building slot feature anyway.

  9. #229

    Default Re: More building slots

    Quote Originally Posted by Jake Armitage View Post
    yes, that's it.
    but it's not that ca forbids more building slots, if they patch it's 'cause of security flaws.

    as a further note... it's actually possible to simulate the vanilla building system through lua and UI hex editing.
    wouldn't be exactly the same but enough for having a more building slot feature anyway.
    So, when to see more building slots for Rome 2 ?

  10. #230
    Jake Armitage's Avatar Artifex
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    Default Re: More building slots

    for what I know, after attila MK1212 next mods should be attila RoM and Rome2 RoR666.
    2022 I think...

  11. #231

    Default Re: More building slots

    It is done well done and All block are good pattern

  12. #232
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    Default Re: More building slots

    Quote Originally Posted by Daruwind View Post
    Sure. Deleting stuff is always much more easier way to go!
    But then visually there will be a lot free space around cities...technically you can add some trees...if you have a lot free time.
    Hey Daruwind, how exactly did you manage to do this "non-growing" city style? I would love to try this out with Age of Bronze - there are so many benefits to having this kind of system for aesthetic, gameplay and production (i.e. I have more control over the appearance of a city like this) reasons I would want to do it this way and would love to know more!
    3D ARTIST (MODELS/TEXTURES), ANIMATOR, RIGGER

  13. #233

    Default Re: More building slots

    four years to release a simple mod is abuse honestly

  14. #234
    Jake Armitage's Avatar Artifex
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    Default Re: More building slots

    simple?

    for having more building slots you need to:

    - build an external exe via lua that will overwrite the game memory (the right value has been found thanks to a NSA reverse engineering program)
    - fix/rebuild the UI codes
    - change every settlement's slots via esf
    - rebalance the whole building system

    you should be glad that some people (daruwind and detrooper) abused themselves and made it possible
    Last edited by Jake Armitage; March 14, 2022 at 04:14 AM.

  15. #235
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: More building slots

    Wow, this is a major improvement to the R2TW system! Marvellous! Rome2 catching up with Medieval 2 engine!
    I understand that you'd add it to 666, @Jake, but is there a news from DeI if they'd implement it?
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
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  16. #236
    Jake Armitage's Avatar Artifex
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    Default Re: More building slots

    there is no plan for DeI, no

  17. #237

    Default Re: More building slots

    In this case it is not necessary to announce something if four years after there is still nothing, it is frustrating

  18. #238
    Jake Armitage's Avatar Artifex
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    Default Re: More building slots

    yeah man, I get you
    But it's a forum for an hobby, people usually like to share what they are working with, feels less robotic.
    There are lot of projects for any TW game that were on going and then they halted for whatever reasons

    what I can tell you from my end is:
    - no one hears from daruwind since more than a year
    - I'm slowly building a mod (sort of DeI submod for the RoR scenario) that will most probably have 9/6 slots. I haven't built that part yet but I should have everything is needed for doing it
    I won't do anything for the vanilla game, I'll eventually share material and technical info so that other guys will be capable of doing it themselves.
    Won't be soon

  19. #239
    NobleStef80's Avatar Miles
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    Default Re: More building slots

    Hello everybody, nice and interesting stuff are being researched here!
    But, from what I understand with my "peasant" mind is that I have a basic question about this feature...

    Isn't every upgrade/expansion tight up with the city upgrade animation on the Campaign map???
    Maybe the game expects the upgrade animation for the upgrade to work!
    Just, Food for Thought...!

  20. #240
    Jake Armitage's Avatar Artifex
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    Default Re: More building slots

    the upgrade/expansion triggers a 3d animation on the campaign map in a specific map hex
    you can work out the hex coordinates by editing the startpos, which means you could have a single hex/slot showed in the campaign map with all the buildings you want inside, for example
    the game will show one model per time though (if you don't re-draw the models and use the vanilla ones)

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