-
Re: Making a new campaign map.
Exactly. I'd converted the hgts file but forgot to convert it after i'd enlarged the map! ~D Anyway thanks.
So finally i get a working map...
https://img364.imageshack.us/img364/1120/bi8gg.th.jpg
But i have problem...it's CTD as soon as i hit turn, i have two factions, nine regions and two generals on the map. I have no ports on the map and all the cities are in valid locations but it still CTD...I believe Monkwarrior had a simlar problem but his explaination hasn't helped me figure out what's wrong. I've taken this in small steps. The text files seem to be correct. HELP!!
Also how do i correct the proportions of the heights (mountains and such) on the map? Do i edit the map_heights.tga using lighter shades of grey for the mountains or do i edit another file as well? Would the time editor help do this?
Sorry for all the questions :bow:
-
Re: Making a new campaign map.
-
Re : Making a new campaign map.
You haven't changed the names ? I doubt that's the problem, but if the engine generate a new character with an invalid name for adoption purpose, it will CTD.
Other than that, I don't see what could cause this problem (although I encountered a whole sh*tload of hard CTD when map editing).
-
Re: Making a new campaign map.
Quote:
Originally Posted by Centurion Cato
But i have problem...it's CTD as soon as i hit turn, i have two factions, nine regions and two generals on the map. I have no ports on the map and all the cities are in valid locations but it still CTD...I believe Monkwarrior had a simlar problem but his explaination hasn't helped me figure out what's wrong. I've taken this in small steps. The text files seem to be correct. HELP!!
The CTD without any error message at the end of the turn might be due to errors in the traits or ancillary files (look for the triggers that fire at the end of the turn). It also may be a problem with the cities' faction creator (urban legends say some factions are not OK as creators). Or it might be a case of an invalid tile for the city. Or some bizzare problem from BI, like that one with the Ostrogoths or the Romano-British (one related to the hidden resources).
-
Re: Making a new campaign map.
Thanks guys! - You say it might be the "faction creator", well i had only two factions at first and even when i added more factions the problem persits, but i'll investigate this further. I'll definitely investigate the traits & ancillary files though, i hope that's the problem.
Could you explain this "hidden resources" issue you mention please?
-
Re: Making a new campaign map.
Quote:
Originally Posted by Centurion Cato
Thanks guys! - You say it might be the "faction creator", well i had only two factions at first and even when i added more factions the problem persits, but i'll investigate this further. I'll definitely investigate the traits & ancillary files though, i hope that's the problem.
Could you explain this "hidden resources" issue you mention please?
Here are several threads: http://www.twcenter.net/forums/showthread.php?t=35736
http://www.twcenter.net/forums/showthread.php?t=35891
https://forums.totalwar.org/vb/showthread.php?t=54969
However, if you get the crash as soon as you press the End Turn button it is more likely that the problem is:
1) in the descr_character_traits.txt or export_descr_ancillaries.txt or
2) has something to do with the faction that follows after the one you've just played.
I would like to help you more and in order to do that I need to know if you are modding for BI, for RTW 1.3 or for RTW 1.0 - 1.2. About the faction creator the "urban legend" said that some factions like Gaul were OK while others like Dacia were not OK in RTW 1.2....
-
Re: Making a new campaign map.
I am trying to change the map of bi and use my own map .
the map have about 30 cities . and i try to let some factions in the map .
first i take empire_east ,empire_west , and slave in the map . enter game successful . every things seems all right before i press the button "TURN" . when i press the button , it ctd without any mention .
so i use the brabrarian factions .i take six factions , emanni,burgundii,celts,franks,lombardi,slave .
this time , run in game very successful , can press turn , can play battles etc . but when i ally with other factions , it ctd without any mention .....
i think , it must be something wrong with the diplomacy sectionpart part of descr_strat file .
here i post the descr_strat file
Code:
campaign barbarian_invasion
playable
alemanni
burgundii
celts
franks
lombardi
end
unlockable
end
nonplayable
slave
end
start_date 363 summer
end_date 476 summer
marian_reforms_disabled
rebelling_characters_active
gladiator_uprising_disabled
night_battles_enabled
brigand_spawn_value 10
pirate_spawn_value 12
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; >>>> start of landmarks section <<<<
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; >>>> start of resources section <<<<
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; >>>> start of sound emitters section <<<<
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; >>>> start of events section <<<<
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; >>>> start of factions section <<<<
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;upgrade city level_1 1000 level_2 5000 level_3 10000 level_4 20000 level_5 50000
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;楚国设定alemanni
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
faction alemanni, bureaucrat stalin
denari 15000
settlement
{
level city
region YingDu
year_founded 363
population 11626
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks city_barracks
}
building
{
type equestrian stables
}
building
{
type missiles archery_range
}
building
{
type market forum
}
building
{
type health sewers
}
building
{
type smith blacksmith
}
building
{
type hinterland_farms farms+2
}
building
{
type hinterland_roads roads
}
building
{
type taverns bardic_circle
}
}
settlement
{
level city
region YiLingJun
year_founded 363
population 11626
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks city_barracks
}
building
{
type equestrian stables
}
building
{
type missiles archery_range
}
building
{
type market forum
}
building
{
type health sewers
}
building
{
type smith blacksmith
}
building
{
type hinterland_farms farms+2
}
building
{
type hinterland_roads roads
}
building
{
type taverns bardic_circle
}
}
settlement
{
level city
region ZhouJun
year_founded 363
population 11626
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks city_barracks
}
building
{
type equestrian stables
}
building
{
type missiles archery_range
}
building
{
type market forum
}
building
{
type health sewers
}
building
{
type smith blacksmith
}
building
{
type hinterland_farms farms+2
}
building
{
type hinterland_roads roads
}
building
{
type taverns bardic_circle
}
}
settlement
{
level city
region YuRongJun
year_founded 363
population 11626
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles archery_range
}
building
{
type market forum
}
building
{
type health sewers
}
building
{
type smith blacksmith
}
building
{
type hinterland_farms farms+2
}
building
{
type hinterland_roads roads
}
building
{
type taverns bardic_circle
}
}
settlement
{
level city
region QianJun
year_founded 363
population 11626
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles archery_range
}
building
{
type market forum
}
building
{
type health sewers
}
building
{
type smith blacksmith
}
building
{
type hinterland_farms farms+2
}
building
{
type hinterland_roads roads
}
building
{
type taverns bardic_circle
}
}
settlement
{
level city
region YingJun
year_founded 363
population 11626
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles archery_range
}
building
{
type market forum
}
building
{
type health sewers
}
building
{
type smith blacksmith
}
building
{
type hinterland_farms farms+2
}
building
{
type hinterland_roads roads
}
building
{
type taverns bardic_circle
}
}
settlement
{
level city
region DengJun
year_founded 363
population 11626
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles archery_range
}
building
{
type market forum
}
building
{
type health sewers
}
building
{
type smith blacksmith
}
building
{
type hinterland_farms farms+2
}
building
{
type hinterland_roads roads
}
building
{
type taverns bardic_circle
}
}
settlement
{
level city
region LvJun
year_founded 363
population 7800
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles archery_range
}
building
{
type market forum
}
building
{
type health sewers
}
building
{
type smith blacksmith
}
building
{
type hinterland_farms farms+2
}
building
{
type hinterland_roads roads
}
building
{
type taverns bardic_circle
}
}
settlement
{
level city
region ShengJun
year_founded 20
population 8000
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles archery_range
}
building
{
type market forum
}
building
{
type health sewers
}
building
{
type smith blacksmith
}
building
{
type hinterland_farms farms+2
}
building
{
type hinterland_roads roads
}
building
{
type taverns bardic_circle
}
}
settlement
{
level city
region EEEJun
year_founded 363
population 7800
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles archery_range
}
building
{
type market forum
}
building
{
type health sewers
}
building
{
type smith blacksmith
}
building
{
type hinterland_farms farms+2
}
building
{
type hinterland_roads roads
}
building
{
type taverns bardic_circle
}
}
settlement
{
level city
region SouChunJun
year_founded 363
population 8000
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles archery_range
}
building
{
type market forum
}
building
{
type health sewers
}
building
{
type smith blacksmith
}
building
{
type hinterland_farms farms+2
}
building
{
type hinterland_roads roads
}
building
{
type taverns bardic_circle
}
}
settlement
{
level large_town
region ZhaoLingJun
year_founded 363
population 3050
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type barracks muster_field
}
building
{
type market trader
}
building
{
type hinterland_roads roads
}
}
settlement
{
level large_town
region XuJun
year_founded 363
population 2569
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type barracks muster_field
}
building
{
type market trader
}
building
{
type hinterland_roads roads
}
}
settlement
{
level large_town
region ZhongLiJun
year_founded 363
population 4800
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type barracks muster_field
}
building
{
type market trader
}
building
{
type hinterland_roads roads
}
}
settlement
{
level large_town
region XiYangJun
year_founded 363
population 4280
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type barracks muster_field
}
building
{
type market trader
}
building
{
type hinterland_roads roads
}
}
settlement
{
level large_town
region JuCaoJun
year_founded 363
population 3812
plan_set default_set
faction_creator alemanni
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type barracks muster_field
}
building
{
type market trader
}
building
{
type hinterland_roads roads
}
}
character Suomar, named character, leader, age 16, , x 20, y 43
traits FactionLeader 1, Warlord 3 , Pagan 1, HighPersonalSecurity 1 , Brave 2 , GoodFarmer 3 , GoodAdministrator 2 , GoodTaxman 1 , Miserly 1 , HatesRoman 2
ancillaries roman_turncoat, agriculturalist, bard, freeman_clerk2
army
unit chosen warlord alemanni exp 0 armour 0 weapon_lvl 0
unit spear warband alemanni exp 0 armour 0 weapon_lvl 0
unit spear warband alemanni exp 0 armour 0 weapon_lvl 0
unit lombard archers exp 0 armour 0 weapon_lvl 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;唐国设定franks
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
faction franks, religious napoleon
denari 15000
settlement
{
level city
region SuiJun
year_founded 363
population 11881
plan_set default_set
faction_creator franks
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks city_barracks
}
building
{
type equestrian cavalry_barracks
}
building
{
type missiles practice_field
}
building
{
type market forum
}
building
{
type health baths
}
building
{
type smith blacksmith
}
building
{
type hinterland_farms farms+2
}
building
{
type hinterland_roads roads
}
}
settlement
{
level city
region XiangHeJun
year_founded 363
population 9800
plan_set default_set
faction_creator franks
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks city_barracks
}
building
{
type equestrian cavalry_barracks
}
building
{
type missiles practice_field
}
building
{
type market forum
}
building
{
type health baths
}
building
{
type smith blacksmith
}
building
{
type hinterland_farms farms+2
}
building
{
type hinterland_roads roads
}
}
settlement
{
level city
region ChengYangJun
year_founded 363
population 7800
plan_set default_set
faction_creator franks
building
{
type core_building governors_palace
}
}
character Chlodio, named character, leader, age 16, , x 36, y 64
traits FactionLeader 1, Warlord 1 , GoodCommander 2 , GoodTrader 3 , GoodFarmer 2 , GoodAdministrator 3 , GoodTaxman 2 , Pagan 1
ancillaries drinking_companion, civilized_slave, famous_warrior
army
unit frankish paladin bodyguard exp 0 armour 0 weapon_lvl 0
unit levy spearman frank exp 0 armour 0 weapon_lvl 0
unit levy spearman frank exp 0 armour 0 weapon_lvl 0
unit western peasant frank exp 0 armour 0 weapon_lvl 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;蔡国设定lombardi
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
faction lombardi, religious stalin
denari 10000
settlement
{
level city
region XinCaiJun
year_founded 363
population 11900
plan_set default_set
faction_creator lombardi
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks city_barracks
}
building
{
type equestrian cavalry_barracks
}
building
{
type missiles practice_field
}
building
{
type market forum
}
building
{
type health baths
}
building
{
type smith blacksmith
}
building
{
type hinterland_farms farms+2
}
building
{
type hinterland_roads roads
}
}
settlement
{
level city
region WanQiuJun
year_founded 363
population 8900
plan_set default_set
faction_creator lombardi
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles practice_field
}
building
{
type market trader
}
building
{
type smith blacksmith
}
building
{
type health baths
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+2
}
}
settlement
{
level city
region XuZhou
year_founded 363
population 7250
plan_set default_set
faction_creator lombardi
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles practice_field
}
building
{
type market trader
}
building
{
type smith blacksmith
}
building
{
type health baths
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+2
}
}
settlement
{
level large_town
region FanYangJun
year_founded 363
population 3250
plan_set default_set
faction_creator lombardi
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type barracks muster_field
}
building
{
type market trader
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+1
}
}
settlement
{
level large_town
region JuYangJun
year_founded 363
population 4200
plan_set default_set
faction_creator lombardi
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type barracks muster_field
}
building
{
type market trader
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+1
}
}
settlement
{
level large_town
region ZhouLaiJun
year_founded 363
population 2809
plan_set default_set
faction_creator lombardi
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type barracks muster_field
}
building
{
type market trader
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+1
}
}
character Rando, named character, leader, age 16, , x 61, y 72
traits FactionLeader 1, Warlord 2 , GoodTaxman 3 , GoodAdministrator 3 , GoodFarmer 1 , Pagan 1
army
unit chosen warlord alemanni exp 0 armour 0 weapon_lvl 0
unit spear warband alemanni exp 0 armour 0 weapon_lvl 0
unit spear warband alemanni exp 0 armour 0 weapon_lvl 0
unit lombard archers exp 0 armour 0 weapon_lvl 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;吴国设定celts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
faction celts , fortified caesar
denari 15000
settlement
{
level city
region WuJun
year_founded 363
population 11900
plan_set default_set
faction_creator celts
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks city_barracks
}
building
{
type equestrian stables
}
building
{
type missiles practice_field
}
building
{
type market forum
}
building
{
type health sewers
}
building
{
type smith blacksmith
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+2
}
}
settlement
{
level city
region GuXuJun
year_founded 363
population 9821
plan_set default_set
faction_creator celts
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles practice_field
}
building
{
type market trader
}
building
{
type smith blacksmith
}
building
{
type health baths
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+2
}
}
settlement
{
level city
region YuanLingJun
year_founded 363
population 7560
plan_set default_set
faction_creator celts
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles practice_field
}
building
{
type market trader
}
building
{
type smith blacksmith
}
building
{
type health baths
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+2
}
}
settlement
{
level city
region TiJun
year_founded 363
population 6802
plan_set default_set
faction_creator celts
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type market trader
}
building
{
type health baths
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+2
}
}
settlement
{
level city
region SuJiuJun
year_founded 363
population 6780
plan_set default_set
faction_creator celts
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles practice_field
}
building
{
type market trader
}
building
{
type health baths
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+2
}
}
settlement
{
level city
region TangYiJun
year_founded 363
population 10090
plan_set default_set
faction_creator celts
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles practice_field
}
building
{
type market trader
}
building
{
type smith blacksmith
}
building
{
type health baths
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+2
}
}
settlement
{
level large_town
region SuYongJun
year_founded 363
population 5345
plan_set default_set
faction_creator celts
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type barracks muster_field
}
building
{
type market trader
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+1
}
}
settlement
{
level large_town
region SuJun
year_founded 363
population 5345
plan_set default_set
faction_creator celts
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type barracks muster_field
}
building
{
type market trader
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+1
}
}
settlement
{
level large_town
region LingYangJun
year_founded 363
population 5345
plan_set default_set
faction_creator celts
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type barracks muster_field
}
building
{
type market trader
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+1
}
}
settlement
{
level large_town
region YuGanJun
year_founded 363
population 5345
plan_set default_set
faction_creator celts
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type barracks muster_field
}
building
{
type market trader
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+1
}
}
settlement
{
level large_town
region GuangLingJun
year_founded 363
population 5345
plan_set default_set
faction_creator celts
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type barracks muster_field
}
building
{
type market trader
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+1
}
}
character Angus, named character, leader, age 16, , x 117, y 49
traits FactionLeader 1, Warlord 1 , GoodCommander 2 , GoodFarmer 2 , GoodAdministrator 2 , PhlegmHumour 2 , Pagan 1
ancillaries scout, wise_woman, herbalist, master_hunter, pet_hunting_dog
army
unit celtic warlord exp 0 armour 0 weapon_lvl 0
unit gallowglass exp 0 armour 0 weapon_lvl 0
unit celtish wolfhounds exp 0 armour 0 weapon_lvl 0
unit western peasant celt exp 0 armour 0 weapon_lvl 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;越国设定burgundii
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
faction burgundii, religious stalin
denari 10000
settlement
{
level city
region HuiJiJun
year_founded 363
population 11980
plan_set default_set
faction_creator burgundii
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks city_barracks
}
building
{
type equestrian cavalry_barracks
}
building
{
type missiles archery_range
}
building
{
type market forum
}
building
{
type smith smiths_workshop
}
building
{
type health baths
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+2
}
building
{
type taverns bardic_circle
}
}
settlement
{
level city
region YinJun
year_founded 363
population 10090
plan_set default_set
faction_creator burgundii
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles practice_field
}
building
{
type market trader
}
building
{
type smith blacksmith
}
building
{
type health baths
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+2
}
}
settlement
{
level city
region GumieJun
year_founded 363
population 10090
plan_set default_set
faction_creator burgundii
building
{
type core_building governors_palace
}
building
{
type defenses stone_wall
}
building
{
type barracks militia_barracks
}
building
{
type equestrian stables
}
building
{
type missiles practice_field
}
building
{
type market trader
}
building
{
type smith blacksmith
}
building
{
type health baths
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+2
}
}
settlement
{
level large_town
region ChangShaJun
year_founded 363
population 5345
plan_set default_set
faction_creator burgundii
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type barracks muster_field
}
building
{
type market trader
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+1
}
}
settlement
{
level large_town
region CaiSangJun
year_founded 363
population 5345
plan_set default_set
faction_creator burgundii
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type barracks muster_field
}
building
{
type market trader
}
building
{
type hinterland_roads roads
}
building
{
type hinterland_farms farms+1
}
}
character Odovacar, named character, leader, age 16, , x 113, y 33
traits FactionLeader 1, Warlord 2 , GoodTaxman 2 , GoodAdministrator 3 , HatesNomad 1 , Pagan 1
army
unit chosen warlord alemanni exp 0 armour 0 weapon_lvl 0
unit spear warband alemanni exp 0 armour 0 weapon_lvl 0
unit spear warband alemanni exp 0 armour 0 weapon_lvl 0
unit burgundian lancer exp 0 armour 0 weapon_lvl 0
unit burgundian lancer exp 0 armour 0 weapon_lvl 0
unit burgundian lancer exp 0 armour 0 weapon_lvl 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; >>>> start of diplomacy section <<<<
;DS_ALLIED = 0
;DS_SUSPICIOUS = 100
;DS_NEUTRAL = 200
;DS_HOSTILE = 400
;DS_AT_WAR = 600
core_attitudes slave, at_war_with franks, alemanni, celts, burgundii, lombardi
core_attitudes alemanni, 0 franks, celts, burgundii, lombardi
core_attitudes alemanni, 600 slave
core_attitudes burgundii, 0 franks, alemanni, celts, lombardi
core_attitudes burgundii, 600 slave
core_attitudes celts, 0 franks, alemanni, burgundii, lombardi
core_attitudes celts, 600 slave
core_attitudes franks, 0 alemanni, celts, burgundii, lombardi
core_attitudes franks, 600 slave
core_attitudes lombardi, 0 franks, alemanni, celts, burgundii
core_attitudes lombardi, 600 slave
faction_relationships alemanni, at_war_with slave
faction_relationships burgundii, at_war_with slave
faction_relationships celts, at_war_with slave
faction_relationships franks, at_war_with slave
faction_relationships lombardi, at_war_with slave
faction_relationships slave, at_war_with franks, alemanni, celts, burgundii, lombardi
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; >>>> start of regions section <<<<
you can find that i setting all playable faction are ally , but in game , the faction relationship table didn't show them . just show all factions at war with the slave .
why it ctd when ally????
-
Re: Making a new campaign map.
Quote:
Originally Posted by waitcu
I am trying to change the map of bi and use my own map .
the map have about 30 cities . and i try to let some factions in the map .
first i take empire_east ,empire_west , and slave in the map . enter game successful . every things seems all right before i press the button "TURN" . when i press the button , it ctd without any mention .
so i use the brabrarian factions .i take six factions , emanni,burgundii,celts,franks,lombardi,slave .
this time , run in game very successful , can press turn , can play battles etc . but when i ally with other factions , it ctd without any mention .....
i think , it must be something wrong with the diplomacy sectionpart part of descr_strat file .
you can find that i setting all playable faction are ally , but in game , the faction relationship table didn't show them . just show all factions at war with the slave .
why it ctd when ally????
Here are a few things that might prove useful against CTDs:
1) The Romans, the Roman rebels and the Romano-British have some hardcoded connections to each other. So if you put one in the game you should probably put all of them (or at least the Romans and their corresponding rebels). You also need to make sure you don't have the hidden resource britain in your descr_regions.txt or you'll see the game behaving funny when trying to spawn the Romano-British.
2) There is also a strange connection between the Goths and Ostrogoths. You should not have the Ostrhogoths rebels in more than one province. Even though you don't use Goths and Ostrogoths in your descr_strat.txt you should make sure you don't have the Ostrogoths mentioned in the descr_regions.txt
3) For the alliances to show in the diplomacy tab (faction relationship table) you need to make the relations explicit using allied_to and at_war_with. If you put only the numbers you define the attitude the factions have towards each other but not the actual relations.
I hope that helps. If you get the game working when you try to set alliances (no crashes anymore) then please report how you did it. BI modding is just beginning and the community needs all the information available.
-
Re: Making a new campaign map.
It's likely many people are aware of this, but I've seen no mention of it in the modding forum: A faction's capital is always the the first settlement in its settlement list. Though it's blindingly obvious in retrospect, I stumbled across this fact by accident. Worth a mention in this guide?
-
Re: Making a new campaign map.
Aaaarrrgggghhhhhhhhhrrrrrrrrr! HELP PLEASE! I CAN'T FIND descr_regions.txt anywhere! I'm changing the map for BI, edited it with Photoshop, but I can't find descr_regions.txt. HELP!!!
-
Re: Making a new campaign map.
Sorry found it. BTW, in BI, in descr_regions.txt there is an extra line just below the region name saying
legion: whatever
Also, at the resources, they all have one called after a faction like berber or britain. Does anyone know what this does?
-
Re: Making a new campaign map.
The legion entry can be ignored. My map runs perfectly fine without the legion line in descr_regions.
-
Re: Making a new campaign map.
Thanks! This toturial WAS HELPFUL!
-
Re : Making a new campaign map.
long time no post here i don't want to create a new thread just for a little question i got a strange trouble with my new campaign map my map work but it's not at the center of the screen i think my map undergoes a shift has right,2 tiles on right i think. sizes of my maps:
map_ground_types 513*461
map_heights 513*461
map_regions 256*230
map_climates 513*461
map_features 256*230
map_roughness 512*460
map_trade_routes 256*230
i use 1.3 with bi for my map and use map_heights convertor and delete rwm file
every time i start the map.
i hope somebody can help me and if the similar question exist redirect me on it.
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Re : Making a new campaign map.
screenshoot of the trouble [IMG]https://img456.imageshack.us/img456/...reenbug9bq.jpg[/IMG] here one can even the sea which does not exist and on the other to dimension a part misses~:confused:
-
Re: Making a new campaign map.
can anyone help me campeign map doesn't work. I started buidling it off of the original BI files first I made the map smaller - I then tested it with the new smaller maps and descr_regions(all 25 regions with settlements in them) and obviously it din't work but it got to the campeign selection bit and even came up with an error message telling me that regions in desc regions aren't the same as those in the lookup and text files. So then I changed the text/campeign_etc.text and the lookup file to include all the names of the regions and removed the old text. Obviously this shouldn't be enough to make the campeign work as the old desc strat is still in data but now it just ctd's without error message and I check the text files for errors and even change all the bits in the strat but it still ctd's. help
-
Re: Making a new campaign map.
"I don’t know what the triumph point value is." - Myrddraal
In the Extended Greek Mod, you would need a Victory Monument to build epic stone walls. Now, the thing is: this Victory Monument would only appear in certain cities, after certain victories. (I didn't really care for the Monument, since I always would eliminate it's function.) So maybe this triumph point value allows a Victory Monument to be build?
-
Re: Making a new campaign map.
Is there a correct way of dealing with the one pixel difference between the map_regions.tga and a half sized map_heights.tga?
We're using satellite info to make a new map, satellite info has lovely detailed coastline. Tryed starting using this for the map_heights then reducing down to map_regions and filling in region colours but couldn't get this version to work at all.
2nd attempt shrunk satellite info to map_regions size first, then expanded it back to map_heights size, this ran OK but had chunky coastline because of the simplification. (If this is the way you're meant to do it, are there any rules about how far and in which direction you can go in adding detail to the coastline on map_heights?)
3rd attempt as 2nd but then pasted detailed version of satellite map back in to map_heights, this worked eventually but there was a misalignment on various points around the coast (not consistent) that gave loads of can't build port / settlement errors that then had to be amended on the corrected_regions.tga.
All above was experimenting using the same .txt regions as an existing mod so we didn't have to change text files too much, we're just about to start building the map for our mod so would be grateful for advice.
-
Re: Making a new campaign map.
I take it this way of editting the map does not work in version 1.5? I have that installed, along with games going (which if needed, I will lose), but when I went in search of about half the files I should have in the Imperial folder, they weren't there. Is it just me, or must I down grade it? And if this was already asked/answered, I apologize.
-
Re: Making a new campaign map.
Makanyane:
If you use the resizing function in Photoshop you should be careful which option you use for the picture calculation. Pixel Repetition (is that the right name, my version isn´t English) works fine with me, bicubic does not (it interpolates colours at the borderlines and RTW can´t handle the smudged colours that are the result).
As well, lock proportions when resizing.
Sylesia: Yes, that´s right, the Imperial Campaign folder doesn´t hold all files necessary for a complete campaign. The missing ones are in the Base folder. But it´s been that way ever since, it´s not a 1.5 issue.
-
Re: Making a new campaign map.
Use the "nearest neighbour" option when resizing.
-
Re: Making a new campaign map.
Thanks chaps, I think the resizing was a problem with the early attempts, am using Paint Shop Pro and found 'Pixel Resize' seems to be the one to use in that. Misalignment problem was down to mis-use of 'paste into selection' and wasn't actually causing crashes (found out by accidentally loading a heights file from a previous - different topography but same file sized version - that the misalignment doesn't cause crash, just generates weird corrected_regions.tga).
Main problem seems to be that we were hovering on the edge of the sea v. landmass percentage limit. Hadn't realised it was so low! Largest percentage sea I could find on a working map was 27% (via. histogram in PSP). Have tried on squared off maps to work out exact limit but biggest I've got to work so far is only about 24% with a division, see below:
https://img61.imageshack.us/img61/82...regions4ze.jpg
Without division it didn't work. Could be that the extra land tipped the balance but tests on europe type map show that dividing off atlantic sea from the med allows previously non-working map to load; so division of sea area seems to affect the allowable sea/landmass ratio?!
Does anyone know definitive answers on this, ie. exact ratio, and effect of separate seas?
-
Re: Making a new campaign map.
I've got a small problem with a map. I have a "beach" near a river. It's not properly a beach, a small patch of land.
Nothing too annoying, except that the water runs a bit through it!!!
Any idea how to remove this?
I edited map_heights.tga, but nothing changed. Should I convert it?
Help! :help:
-
Re: Making a new campaign map.
-
Re: Making a new campaign map.
Works now. ~:)
Fixed it. Issue of map_heights.
-
Re: Making a new campaign map.
Can't I change somehow the pattern of map_heights.tga?
Doing some low mountains, it proves to be a nightmare. I can't even see the tiles. :furious3:
:help:
EDIT: Fixed. Problem of overlapping colours, which made mountains too low to be visible.
-
Re: Making a new campaign map.
Looking at the vanilla map_regions there is one pixel of sea between the left map edge and spain and one pixel of sea between the top edge of the map and hibernia. On map_hieghts and map_groundtypes there is a 3 pixel gap so i *think* the extra pixel on those two is on the top and left edge and everywhere else it is 2 pixels for 1. This works so far on my very simple map but could just be a coincidence.
You can get the error "settlement (Name of settlement) is on an invalid tile at x, y" etc when you have a unit from a different faction on that square like when you've moved a settlement from one faction to another but haven't moved the starting unit. The odd error message can make this tricky to spot.
-
Re: Making a new campaign map.
Hi, guys...
:help: I also have a problem which is driving me crazy:wall: ...: I made everything that's written in here to add 2 new regions (Bretagne and Locus_suevii). So far i passed over all errors related to my new provinces, that means fixed any problem shown by show_err... Great...:laugh4: I was happy... But now it shows a new "show_err" type problem which sounds like this:
Error in bi/data/world/maps/campaign/The_Barbarian_Kingdoms/descr_strat.txt on column... at row...
Invalid tile value(0, 0) for the settlement of
It even doesn't show me the name of the settlement and, however, the point at those coordonates is blank...!!!
If anyone could help me, I'd be very thanksful:dizzy2:
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Re: Making a new campaign map.
That means that one of your cities are standing on a sea tile.
-
Re: Making a new campaign map.
No, it isn't that... I couldn't find any settlement standing on a sea tile... Nor did ports or province tiles...
Anything else?