View Full Version : Naming Ports?
Hannibal Khan the Great
03-21-2010, 03:13
Hello, this was brought up on the EB1 forums and I was wondering if the team could implement this in EB2. It has to do with naming certain locations on the map and it's in a certain Medieval 2 mod. https://img32.imageshack.us/img32/7180/reservist.jpg Example: Roma's port Ostia, or Athenai's Piraios could be implemented with this.
Macilrille
03-21-2010, 13:34
What on earth is that? I see nothing on the overview map I recognise even slightly?
machinor
03-21-2010, 14:04
The Holy Roman Empire at the time of the Thirty-Years-War (1618 to be precise). You can recognise the Rhine an the Danube quite clearly on the map. That brown chunk on the Minimap for example is the Kingdom of Bohemia. The grey parts are Habsburgian possessions. The yellow ones should be Catholic parts and the orange ones Protestant parts. Blue is France, the dark red to the south is Swiss and the red chunk to the east is Poland.
Those are no named ports however, but permanent forts. I think though, that this may be quite a good idea to use permanent forts in certain provinces: as important harbors. So, if someone would occupy Ostia (the permanent fort on top of the harbor), the port square underneath would be automatically blockaded and Rome would be cut off from oversea supplies (corn shipments). This would be great... if it is possible to place permanent forts directly upon a port-square.
Very nice idea though.
Hello, this was brought up on the EB1 forums and I was wondering if the team could implement this in EB2. It has to do with naming certain locations on the map and it's in a certain Medieval 2 mod. Example: Roma's port Ostia, or Athenai's Piraios could be implemented with this.
Ah, I've been meaning to play that for a while.
Those are no named ports however, but permanent forts. I think though, that this may be quite a good idea to use permanent forts in certain provinces: as important harbors. So, if someone would occupy Ostia (the permanent fort on top of the harbor), the port square underneath would be automatically blockaded and Rome would be cut off from oversea supplies (corn shipments). This would be great... if it is possible to place permanent forts directly upon a port-square.
Very nice idea though.
Interesting idea. You could just occupy a fort on the road between the city and the port, and that would have the same effect. You'd have to have a huge amount of growth to come from corn shipments (Like in reality for Rome) for that to be worthwhile though.
machinor
03-21-2010, 20:00
Well, instead of grain shipments think in naval trade income...
I was referring to the mass starvation that would arise in cities such as Rome in imports of grain had suddenly been cut off. Income would have just been a part of it.
Doesn't that only apply to the capital cities of trade empires, though? I am under the impression that only cities with serious economical muscle could afford to become so dependent on grain-imports.
Horatius Flaccus
03-22-2010, 17:20
But which city with a great port wasn't dependent on grain import?
you can't name ports, and I don't know how they named forts. I would need to look at the code.
Foot
They place a rebel agent on a impassible square next to the fort and turn on visible character names, perhaps not the most elegant solution but it works.
https://img64.imageshack.us/img64/9500/namedpsfs.jpg
oudysseos
03-24-2010, 20:16
I have to say I don't really like that idea- the rebel agents on impassible squares. Doesn't that mean that your map is covered in agents who can't move? And what happens when they die?
Correct, I assume they use a script to replace the dead agents but you would need one for each of them, it would end up being huge.
Personally I don't care much for it either, I dont like that there would be loads of impassible squares just dotted around the map or that you need to have character names enabled, it would make the strat map look really messy.
Lvcretivs
03-27-2010, 18:49
...and could furthermore seriously disrupt AI movement (think of pathfinding issues! (https://forums.totalwar.org/vb/showthread.php?82397-Map-editing-for-AI-path-finding-problems))
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