View Full Version : Creative Assembly Landbridges - how to change
the landbridges appear to be defined,
i can link rhodes and nicaea, but i can't see how to display the landbridge!
here's how to link rhodes and nicaea
edit this line
SetNeighbours:: ID_RHODES ID_DODECANESE_SEA
to this
SetNeighbours:: ID_RHODES ID_NICAEA ID_DODECANESE_SEA
then edit this
SetNeighbours:: ID_NICAEA ID_CONSTANTINOPLE ID_ANATOLIA ID_TREBIZOND ID_AEGEAN_SEA ID_DODECANESE_SEA ID_EASTERN_MED
to this
SetNeighbours:: ID_NICAEA ID_CONSTANTINOPLE ID_ANATOLIA ID_TREBIZOND ID_RHODES ID_AEGEAN_SEA ID_DODECANESE_SEA ID_EASTERN_MED
then FIND this line
SetBorderInfo:: ID_DODECANESE_SEA ID_RHODES 24904 21848 0 ARID AT_SOUTHERN_EUROPEAN COAST HILLY NO_RIVER
COPY IT, paste it immediately under the existing line
THEN it edit the new line to this
SetBorderInfo:: ID_NICAEA ID_RHODES 24904 21848 0 ARID AT_SOUTHERN_EUROPEAN COAST HILLY NO_RIVER
now Rhodes and Nicaea are linked, but still no visible landbridge!!!
do not cut and paste above, formatting was removed
Anyone have a clue where the landbridges are listed/defined for display???
never mind,
found it
D:\Games\Medieval\Textures\campmap
it's on the tga map itself..
so if you wanted to make such a change permanent you'd have to edit or suppy for download an editied tga set...
====
YIKE!!!
just checked the file siz for the 2 TGA's - 45MB!!!
I'll see if i can edit the files, then make a patch which will auto-edit the files when run...
[This message has been edited by barocca (edited 10-09-2002).]
rightio then
the PatchIt utility (shareware) available from TuCows makes a nice tiny 175k patch for a quick edit on the MapTex file - which is 9 MB, so a similar patch for both should be around 1MB,
a substabtial saving on 45 MB!
so if anyone Wanted to make similar changes to the map you could easily share the new map with everybody
http://www.totalwar.org/ubb/biggrin.gif
====
i tested 3 others before i found this one,
all the others either spat the dummy at the file size,
or created a patch that was same size or larger than the maptex files...
doh!!!
[This message has been edited by barocca (edited 10-09-2002).]
Lord Krazy
10-09-2002, 10:40
will this work for changing names or just
the linking thing.I'm full of stupid
questions tonight.
We changed the names of places in the
maptex but not the other one it took
effect .Don't know how sound this is
but still trying to see where it glitches
and no joy yet or is that a good thing.
LK
you know what we need?
a guide to what files are where, and what they control...
i would imagine you could use patchit for anything,
but for text files i would suggest a complete set that the end user could swap in and out OR
2 patchit files, one to make, one to undo
have not tested folder hadling in patchit, will it change all files in required subfolders or not?
according to a post Target made (here)
LBM file info. LukMap files - Strategic Map (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=5;t=941;hl=lukmap)
(old forum)
http://www.totalwar.org/ubb/Forum5/HTML/000655.html
the names of the provinces are in a text file in locand we can edit these names to our hearts content, then we simply need to edit the startpos script to match
http://www.totalwar.org/ubb/biggrin.gif
[This message has been edited by barocca (edited 10-09-2002).]
along the lines of a guide i have spent the last 90 minutes reading through loc files,
what follows are preliminary notes from 3 files only...this is going to take a lot of work, and i would appreciate any other contributions, and ESPECIALLY if crosscheck my findings and add any notes you feel make understanding the content of any file clearer to you.
=============
Battle.txt
// In Game Text messages
includes events, morale states and multiplayer messages
// Map Editor text messages,
including model names,
if it becomes possible to add more models successfully this is where you will need to define the model names.
// Names of battle formations
If you change a formation and want to change the name, do that here.
also
contains clues on what custom battle result triggers are available, but not how to implement such triggers
changes.txt
This file contains bits and pieces of everything,
i am unsure of the exact purpose of this file
i suspect that the game loads the other files,
then reads this and overwrites changes (in memory) using this file.
Thus when you make a change elswhere you will need to check this file thoroughly - it is very very mish-mash disorganised!!!
NOTE:- contains the following list :-
@["region_lost_title_xzy"]
@{"Region Zero Lost!"}
@{"Scotland Lost!"}
etc etc
Unsure of where to change region names at this time
Unsure of effect of changing this list.
// New Faction descriptions. These have been moved and updated from startpos.txt.
@["FSM_faction_info_faction_ALMOHAD_EARLY"]
etc etc
starpos.txt
// Era descriptions
EG:- @["Era_Description_EARLY"]
EG:- @["Era_Description_HIGH"]
EG:- @["Era_Description_LATE"]
can add more descriptions?
UNKNOWN
// Faction descriptions - Early Era
EG:- @["FSM_faction_info_faction_ALMOHAD_EARLY"]
// Faction descriptions - High Era
EG:- @["FSM_faction_info_faction_ALMOHAD_HIGH"]
// Faction descriptions - Late Era
EG:- @["FSM_faction_info_faction_ALMOHAD_LATE"]
REDUNDANT ?? = UNKNOWN
=========
will look some more when my eyes stop hurting
:lol
Some More
Descriptions.txt
some of the descriptions on this file may be made redundant by entries in the changes file.
Check both files for discrepencies when editing.
//TITLE DESCRIPTIONS
//UNIT DESCRIPTIONS
//NAVAL DESCRIPTIONS
//AGENT DESCRIPTIONS
//MISC - Crusade, jihad and some tech tree descriptions
//BUILDING DESCRIPTIONS
and building completed/destroyed texts
Events.txt
Strategic Game event messages, agent mission results, harvest results, heir and factionleader events, other faction offers ceasefire/alliance,
break treaty/declare war, personality descriptions, storms, historical events, etc.
litterly hundreds of events.
frontend.txt
menu text, multiplayer, tutorial messages etc.
global.txt
various small comment text
glorygoals.txt
includes, naturally the Glory goal messages,
also has a section
//Region Conditions start here:
["GG_AFRICA"]
{"Africa"}
etc.
this may need to be modified if province/region names are changed elsewhere - UNCERTAIN
HistCampaigns.txt
Predefined Historical Campaigns text.
Historical.txt
Predefined Historical Battles text.
JMTutorial.txt
the campaign tutorial text.
maps.txt
this contains ONLY Castle map descriptions.
names.txt
region and sea area names,
faction and faction leader names,
Castle names,
forename, surnames and titles (as is "Sir" etc.),
Princess names,
Unit and Building names,
Office names - (may be changed in the campmap startpos files)
Tradable Goods and Resources names - (unsure of effects of changes to these names)
!!!
@["religions_xzy"]
@{"Pagan"}
@{"Catholic"}
@{"Orthodox"}
@{"Islamic"}
@{"Jewish"}
@{"Heretic"}
This seems to indicate we may be able to change a religions name,
but more importantly we may be able to have a Heretic Religion in game!!
if you change any of these there are several "lists" in this file that will ALL need to be updated.
====
going to pause here overnight,
please add any further information on these files that may be relevant, and please crosscheck to make sure i didn't miss anything YOU may consider important.
[one day i will learn to spell http://www.totalwar.org/ubb/biggrin.gif.]
[This message has been edited by barocca (edited 10-09-2002).]
GilJaysmith
10-09-2002, 14:50
Quote Originally posted by barocca:
the names of the provinces are in a text file in locand we can edit these names to our hearts content, then we simply need to edit the startpos script to match
[/QUOTE]
Note that the names of the regions on the campaign map are embedded in the graphic; changing the .txt files won't change what appears on the map. This is because the region names had to be localised but still had to look nice. The only way to do that was to do a different TGA for each language version.
Gil ~ CA
System.txt
System messages,
low disk warning, mmx warning,
and MP gamespy login messages.
ToolTip.txt
Tooltip messages.
variables.txt
another unknown usage file
containsbits and pieces from all different text files.
includes text strings which use province names.
WarVoice.Txt
end game texts, subtitles??
Weather.txt
weather message strings.
and thats all she wrote!
please check if i missed anything,
B.
i merely bumping this for now,
if i have some time this evening i will check to see what changed with the patch.
of course if anyone already knows what changed with the patch please add that information here,
thanks,
B.
From GiljaySmith
http://www.totalwar.org/forum/non-cgi/Custom/Creative_Assembly.gif
For the patch only changes.txt and possibly variables.txt would have been changed. All the changes should be at the bottom of the files with a big divider to make it clear.
Gil ~ CA
Regarding deletion of landbridges:
I'm interested to know how the AI will deal with these changes since it, presumably, won't understand the necessity of quickly building a navy...?
With this in mind, i assume that if one isn't playing the English or Almohads then one might find the need to give them a shipyard and a boat to start with, otherwise they could stagnate. Take the English and crusading for example....when they decide to launch their first crusade from the UK how will this crusade reach it's destination if their is no navy present? Similarly, this will also be the case for any of the crusading European countries attempting to crusade to North Africa and for the Almohads sending Jihads to Spain.
There are a lot of difficulties associated with this, particularly with the Spain/Morocco border and launching crusades/jihads, and therefore i'm interested to know how anyone playing the game this finds the AI...??
Cheers
Doc
transferred to FAQ
http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
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