Settlements can be faction specific already. No need to deal with this since the vanilla game engine already allow us to do this.
medieval 2 total war engine overhaul projectPeople always have been the foolish victims of deception and self-deception in politics, and they always will be, until they have learned to seek out the interests of some class or other behind all moral, religious, political and social phrases, declarations and promises
I think Leo is talking about cultures.
I thibk cultures dictated settlement both in stregic and tactical map buy I migth be wrong from what Leo says.
PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
Visit my utterly wall of doom here.
Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
Y también quieres jugar Stainless Steel 100% en español? Mira por aca.
You can set unique settlements for every faction.
Settlement battlemodels and stratmap models can be FACTION specific.
For example, France can have its own exclusive villages, towns, cities etc. As well as England do, and Spain and every other faction. There is no necessary linkage between factions for this. No faction need to share its settlements with other faction.
This is what the game is in Vanilla. We dont need to change anything.
Settlements are set via the worldpackage file, in wich you can set both culture and faction.
Now I have more questions, could it be possible to make settlements custom while taken over by other faction, like an empire town conquered by orks having ruined buildings and orks banners in the walls (if any) both in the tactical and strategic maps?
Or have horde style factions roam the map, conquer a city, reduce it to a generic ruins model with 0 or some other low population and make the province become a rebel one to simulate a lawless waste like what would have happened on helms deep or most human towns conquered by the orcs once they are behind enough of the front lines.
Last edited by Lord Baal; June 29, 2020 at 10:10 PM.
PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
Visit my utterly wall of doom here.
Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
Y también quieres jugar Stainless Steel 100% en español? Mira por aca.
Settlements only change after they're upgraded.
For example, if an orc faction conquers a human village, it will remain a human village battlemap and stratmap model until the orc faction upgrades the settlement once the needed poulation is reached. Then, after upgraded, the settlement will have the stratmap and battlemap models of that orc settlement.
As for small details like banners and ruined structures, you can make it change instantly after the conquerors take the settlement. To do this, you'll do a texture trick.
Check data/blockset/textures/faction_variations. This folder is exacly what it name says. Settlements have their textures inside data/blockset/textures, but if you add a texture with the same name now inside, for example, data/blockset/textures/faction_variations/france, only france will load that unique texture once the settlement is owned by them (instantly, no need of upgrading the settlement).
Considering settlements can use alpha textures, you can make a structure like a Sauron statue, use in it an invisible alpha texture inside data/blockset/textures, and a visible texture inside data/blockset/textures/faction_variations/england. So thestatue will only be visible if england(mordor) owns the settlement (again, with no need to upgrade the settlement). The 3d model itself will be there no matter what faction is owning the settlement, invisible or not.
Mmm... wondering if you could use an script and this wonderful tool to "upgrade" a town right after orcs conquer it, only the upgrade has a huge negative population bonus and so on... thanks for the info leo!
PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
Visit my utterly wall of doom here.
Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
Y también quieres jugar Stainless Steel 100% en español? Mira por aca.
What about have more custom settlement?
Is there the possibility to make all settlements or the majority custom?
And they will change a little if they are take by different factions?
A custom dwarf settlement, will be taken by orcs after the upgrade it will have dirty texture and other orchish stuff?
I can do little serious with the settlements now, and Leo tells us perfectly how their mechanics work. I'll probably see if something interesting can be done with them after I’ve made some progress in developing functions related to units (probably after a few updates).
medieval 2 total war engine overhaul projectPeople always have been the foolish victims of deception and self-deception in politics, and they always will be, until they have learned to seek out the interests of some class or other behind all moral, religious, political and social phrases, declarations and promises
You can have more than enough, even faction specific, so 31 entirely custom settlement trees(cities, castles, forts, ports, watchtowers - both battle and strat). Closing to that, it makes loading times a lot longer, so not sure if this would be useful. I dont think any mod have a lack of those spots.
(Cultures effect only UI, etc, if you do it that way )
The issue is something slightly different, which is upgradable vs nonupgradable. If you upgrade a gondor city, you dont want to see another Minas Tirith. So you make a settlement lvl inaccessible. For example you store "unique" settlements, such as Minas Tirith into huge city, and forbid large cities upgrade to huge cities, that gives you 31 unique spots. You can do the same for citadels for example, that gives you 62 spots. Thats definitely more than enough I think... the only issue is that all those unique settlements can build all building levels, which can be issue for your balance, if you want long campaigns for example, but you can add buildings or scripts that would prohibit it etc...
So I believe that main problem here is that custom settlements are simply extremely hard to make (battle maps), not that you dont have storage space, which youneuoy cant do much about...
EDIT
Imho, if you count it together, you already can have about 350 custom settlements spots, plus ports, forts, etc...
Last edited by Jadli; July 05, 2020 at 12:06 PM.
Perhaps would be interesting to have a direct command, that would change a settlement to any culture/faction settlement level per your choosing, thus you could for example change settlements to invaders cultures immediately, which would likely adress the ideas of you guys above... Tho not sure if stuff like that is needed ...
Maybe reduce the level of the settlement downgrading the corebuildings
Whats the point about instantly changing the settlement model right when a different faction conquers it? That seems unrealistical.
It should take time for the settlement to change, and this is what the engine already give us. Once the needed population is reached, the faction will upgrade the settlement and its model will change.
Osgiliath didnt change to a orc tent camp when the orcs conquered it, the structures remained, only that they got broken and dirty.
If you want to make structures of a settlement change to dirty and broken instantly right after an orc faction conquers it, you can do it using the faction variant textures, as I explained in my last comment.
But anyway if you want something really awesome to happen about settlements in MED2, pray youneuoy will be able to bring back the settlement plans feature from Rome. That would beawesome as every unique custom settlement would have its own upgrade tree. So for example, London could start as a custom London village, then upgraded to a custom London town and so on. And all this with custom stratmap models too. THAT WOULD BE AWESOME.
In a ideal world it would not only be that, but you could have as many custom settlements as you want, and each level of each custom map would have a "broken" version for when recently conquered.
On a perfect world you could have custom bits added to cities, so you could have a orc conquered Erodas with the Rohan core buildings broken and baners and an orc shantty town around, and eventually the core buildings replaced by orc models and such.
Or if dwarf conquered then with some reinforced stone towers or Dwaven structures....
Dreaming is cheap I guess
PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
Visit my utterly wall of doom here.
Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
Y también quieres jugar Stainless Steel 100% en español? Mira por aca.
I see what you mean leo but If as an exemple you play as the Orks which invade a dwarven settlement and you could make so to have custom settlement to show that they set up their gork-mork idols and desecrate the ancestors, rebuild a crudish gate etc it would be awsome, It wouldn't turn instantly into an orkish war camp but beeing able to show the direct impact of an occupation of territory even if minor still has a couple of applications and can enhances the experience IMHO (even though that would require more assets/models and ability to distinguish occupied settlements in opposition to settlements that were build from "nothing" by said faction) .
Oh yeah I didn't saw #26, my bad
As for the settlements - forts, I think I need to do:
1 - the window of this settlement-fort. I don’t know exactly how it should look, any options are possible.
2 - a list of mini-settlements on the screen of the settlement itself. For example, a button, by clicking on which you can view information about them or something like that.
medieval 2 total war engine overhaul projectPeople always have been the foolish victims of deception and self-deception in politics, and they always will be, until they have learned to seek out the interests of some class or other behind all moral, religious, political and social phrases, declarations and promises
It's probably better to keep the organization already existing for settlements, for an instinctive use, so a page for the recruitment and another one for the buildings. The button for the list could also be on this window, since otherwise it will look like a stranger element on the settlement panel or somewhere else (i mean the style will be different, like the scroll for heirs).
Does this list could synthetize incomes and other bonuses?
Yes, bonuses and everything else can be different.
The problem is that I will not be able to accurately copy what ordinary settlements have now (this simply does not make sense, and even if I do this, the elements will look different due to the rendering features) and any attempt to imitate this will look ridiculous. That is, I need to make a different appearance, but at the same time the new elements should look not alien to the game.
However, it is also necessary to decide how exactly these settlements should work and how complex they should be. What will turn out in the end and the waste of development depends on this.
An example of the most simple option:
indestructible buildings that are built instantly and give simple effects (including for the main settlement in the region).
An example of a complex option:
a full-fledged line of construction, hiring, depending on various things, including the main settlement, and possibly other mini-settlements.
An example of an incredibly complex option:
anything at all, you can dream endlessly
medieval 2 total war engine overhaul projectPeople always have been the foolish victims of deception and self-deception in politics, and they always will be, until they have learned to seek out the interests of some class or other behind all moral, religious, political and social phrases, declarations and promises