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Myrddraal
01-04-2005, 10:55
Quite a while ago, I remember sombody posted speculating as to wether it might be possible to add more towns by making inland 'fishing villages', which could be upgraded as a building in the town.

At the time I said it was impossible, but I couldn't help wonder about it. Here is my solution:

http://img64.exs.cx/img64/7634/farmv8ij.jpg
http://img64.exs.cx/img64/3280/farmb7wb.jpg
http://img64.exs.cx/img64/742/farmt7pe.jpg

How to use:

1. Copy the Data folder into your Rome directory.

2. To add a village to a region. Add gold as a resource to that province in descr_regions.txt (See the map editing guide if you don't know how). Then go to descr_strat, go to:

; >>>> start of resources section

3. Under this heading, type:

resource gold, 'x-coordinate of village', 'y-coordinate of village'

The co-ordinates must be in the region. You can have more than one village per region, they all get upgraded at the same time.

Enjoy.



Notes:

Installing this removes some features from the game:

- Gold and Silver will now have the same mining value (but not the same trading value)
- A province with both silver and gold will not get more mining income than a province with one or the other, (but it will get more from trade)
- The amount shown in the description of mines is no longer the amount you will get from mining, it is too high.
- Mines have a different model on the map.

I personally don't think these are important, they certainly should not stop you using this.

Here is how I did it, in more detail

Some of you may already have guessed how I did it from the instructions. I used resources and mines. The first level (i.e. Farming village) cannot be built but starts on the map. It replaces the resource gold. (Don't worry I haven't taken gold out of the game, read on) I then renamed it Farming villiage and changed the model that appears on the map. The second level (Farming town) can be built at the provinces main town like a port, and replaces the building mines. I then changed the stats of the building so it gives a farming and population bonus, and gives a mining bonus of zero (I couldn't simply take out the mining bonus as it is this that makes the mine model appear on map). This has created a working new 'inland fishing villiage'.

Getting rid of Gold, Silver and mines is too much, so I thought of bringing them back. As you probably know, no-one has worked out how to add a new resource, but some resources are not strictly necessary. see this thread. So I changed pigs to gold. I then made a copy of the mine building, dependent on there being pigs in the region.

But then I realised that these new mines did not get any mining income.

So, to cut a long story short, I made changed silver to mining resource wich is in every province that can build mines, has a low trading value, but the mines bring in more.

As I said earlier, it is the property of the building that generates mining income that makes the mining object appear. This means that you cannot have both mines and a farming villiage in the same region.

If you want the files, I can't upload, so give me ur email

SwordsMaster
01-04-2005, 13:03
Have you tried making "pigs" a "farming village"?

Whoever reads this in any other situation might get the impression I need urgent medical help.... ~D

Anyways great find!!!

A question, have you tried it in a map? As in Can a battle be fought in the Farming village?

If you manage to use pigs instead of the gold, then that would mean you can build forts around the villages.

eadingas
01-04-2005, 13:25
I was thinking of using the same method for new wonders. Did you try using other resources for mines? And can there be only one type of hinterland_mines? Maybe we can add more types of mines for different resources and buildings...

dclare4
01-04-2005, 13:46
Hi there,

Well I tried it out but in a different way - thinking of using ports to represent major ports for a province like for instance in this Belgian province the major town would be Bergen-Op-Zoom and the 'Port' would be the great port of Antwerp.

I tested it out by putting a port in a place where there was a major city and garrison (Segesta) and marched a legion over and attacked. To my disappointment there was NADA - no structures of any sort indicating that this was a 'major port' or even a fishing village.

However if someone can find a way to let the place develop along with the major city - perhaps even having the same fortifications - or heck just any buildings that indicate a habited location would be nice!

best regards and wonderful find!
Clare

SwordsMaster
01-04-2005, 14:01
hmmm.. thats what I thought. So "ports" are treated as resources, and if you have a battle in a resource square you dont see it.... You dont really see the "wonders" either, so that option is also out.

I was thinking.

Is it possible to change the structure (i.e. the representation on the map) of forts.? Is it possible to make them permanent?

Is it possible to build a fort on top of a fishing/farming village?

Is it possible to make a fort with stone walls? Or houses instead of huts?

Is it even possible to convert watchtowers in some sort of defensive structure/town? (And in case you wonder, I do not mean building a wall of watchtowers).

eadingas
01-04-2005, 14:51
The models for forts are somewhere in settlement plans folder, so you can make them look like pretty much anything you want...I guess it could look even like Rome everytime you build a fort. But I don't have any ideas about making them permanent on the map.

Duke John
01-04-2005, 14:57
The problem with wonders, mines, watchtowers is that you cannot place your army on the same tile (or so it seems). So the engine will not render the buildings. Although it seems to have been different in the past since all the buildings have been modelled and textured.


Is it possible to make a fort with stone walls? Or houses instead of huts?
Very easy to achieve by just changing the corresponding text file.

Myrddraal
01-04-2005, 18:14
Have you tried making "pigs" a "farming village"?

No, the only resources which can be 'upgraded' to a mine are gold and silver, which is why I had to use one for farming village and one for mines.

Its a pain that they don't appear on the battle map, but the main reason I made them was to have another kind of 'port' structure.

Also, roads don't go to them, so you might wan't to place them on tiles where the road goes anywhere.

eadingas
01-04-2005, 18:52
BTW, have you tried creating a building 'hinterland_quarry'? There is a model for 'quarry' in models_strat folder, that seems to be bound to marble resource... I wonder if it still works?

Myrddraal
01-04-2005, 20:09
Its not the fact that it is called 'hinterland_mines' that makes the mines appear. Its the fact that it increases your mining income. If you made barracks increase your mining, then the mines would appear when you built barracks.

Thats why the farming village says:
Income from mining +0

I had to include that to make the model appear. Its also the reason you can't have both mines and villages in the same region.

SwordsMaster
01-04-2005, 20:24
Could the pigs be persuaded into increasing your mining?
As an "additional" +0 mining structure. Apart from gold and silver, you mine pigs too... In an abstract kinda way of course ~D

Can´t you have more than 1 mine per province?

Callatian
01-04-2005, 22:11
Myrddraal Great find :) You can upload it here http://www.thetrivium.org/php/index.php we support multiple reply attachements at 30 Mb each. Just start a new topic werever you want and put the link here. We don't mind.

We all know now how to do diplomacy codeing for the start of a game :
http://www.twcenter.net/forums/index.php?showtopic=11236

All I want to know if it is possible to to enable a building to upgrade a unit in another units body and keep the experience and names..etc. Same like the generals bodyguards upgrade them self.....the upgrade concept is not unknown to RTR .txts but I never finded a solution for this ..maybe you can :)

Also now that we know diplomacy coding do you think we can force events to happen ? (wars peace etc) at particular years (turns) ? by modifing descr_events ?

Or for example force the apparition of a new faction leader at one particular year.


Can´t you have more than 1 mine per province?


Yes you can :)

SwordsMaster
01-04-2005, 22:59
Yes you can :)

Then, if its possible to make "minable" pigs or goats or whatever wild animals are not used as of yet, then there would be no problem with the gold and silver mines.

Myrddraal
01-05-2005, 21:04
When you build any building which increases mining income, mines appear on all the resources at once.

Also, like I said, you can't make minable pigs.

Callatian, I have my own webspace, its just I'm having trouble uploading to it. It will become available for download soon. In the meantime, I'll stick to e-mail.

Myrddraal
01-25-2005, 15:48
Sorry about the huge delay, you can now download the files:

Download them from:

Here (http://82.68.81.226/david/ExtraVilliagesByMyrddraal.zip)

JakoTheOne
02-07-2005, 21:39
my game crashes when i install it, i have never parched RTW, just i installed SPQR realism

Myrddraal
02-10-2005, 23:10
I can't really help you there, I guess it must be something about SPQR. Try (if you have enough space) installing a second copy of Rome and see if it works that way.

JakoTheOne
02-11-2005, 15:38
surely I will, good luck researching the way to became forts a new city ;)

eadingas
02-11-2005, 16:00
That one should be easy... I'm not sure how battle editor works exactly, but I suppose one could use fort graphics for one of the resources, then just, using Myrdraal's method from another thread, edit map tiles with this resource by putting a fort/village in the middle of the tile? Can you set up starting points on tile map somehow, so that if an army stands on a tile and gets attacked, it starts in the middle of the map, behind walls?

13th warrior
03-04-2005, 21:20
the only problem that i can see with having two cities in a province, is that if an enemy takes one of them. who would get more of the profit, and who would own the province.

Myrddraal
03-04-2005, 21:23
No, you cant 'take' the second settlement, and it can never be a city, only a village. Its like the ports on the map, they can't be taken, they represent that there are other settlements in the area.

Ashaman
03-16-2005, 14:00
It would be somewhat cool to see more than one village on campain map...dont know if it should have any function...maybe just for estetic looks..to give more realisim to the land-its just a thought :)

HATEBREEDER
08-08-2005, 16:37
Download link - dead ~:confused:

Samebody help me !

Where i`m download it ?

=E.T=
12-05-2005, 13:21
Quite a while ago, I remember sombody posted speculating as to wether it might be possible to add more towns by making inland 'fishing villages', which could be upgraded as a building in the town.

At the time I said it was impossible, but I couldn't help wonder about it. Here is my solution:

How to use:

1. Copy the Data folder into your Rome directory.

2. To add a village to a region. Add gold as a resource to that province in descr_regions.txt (See the map editing guide if you don't know how). Then go to descr_strat, go to:

; >>>> start of resources section

3. Under this heading, type:

resource gold, 'x-coordinate of village', 'y-coordinate of village'

The co-ordinates must be in the region. You can have more than one village per region, they all get upgraded at the same time.

Enjoy.



Notes:

Installing this removes some features from the game:

- Gold and Silver will now have the same mining value (but not the same trading value)
- A province with both silver and gold will not get more mining income than a province with one or the other, (but it will get more from trade)
- The amount shown in the description of mines is no longer the amount you will get from mining, it is too high.
- Mines have a different model on the map.

I personally don't think these are important, they certainly should not stop you using this.

Here is how I did it, in more detail

Some of you may already have guessed how I did it from the instructions. I used resources and mines. The first level (i.e. Farming village) cannot be built but starts on the map. It replaces the resource gold. (Don't worry I haven't taken gold out of the game, read on) I then renamed it Farming villiage and changed the model that appears on the map. The second level (Farming town) can be built at the provinces main town like a port, and replaces the building mines. I then changed the stats of the building so it gives a farming and population bonus, and gives a mining bonus of zero (I couldn't simply take out the mining bonus as it is this that makes the mine model appear on map). This has created a working new 'inland fishing villiage'.

Getting rid of Gold, Silver and mines is too much, so I thought of bringing them back. As you probably know, no-one has worked out how to add a new resource, but some resources are not strictly necessary. see this thread. So I changed pigs to gold. I then made a copy of the mine building, dependent on there being pigs in the region.

But then I realised that these new mines did not get any mining income.

So, to cut a long story short, I made changed silver to mining resource wich is in every province that can build mines, has a low trading value, but the mines bring in more.

As I said earlier, it is the property of the building that generates mining income that makes the mining object appear. This means that you cannot have both mines and a farming villiage in the same region.

If you want the files, I can't upload, so give me ur email

@ Mirddaal:
Please sendme this file.~:cheers:

And if you can/want the Hotseat-script; thnx a lot!:duel:

davberti@yahoo.com.ar ~D