How do ya remove those anoyying bridges which ruin the realism of the game. I play BKB which sadly unlike XL has plenty of Land bridges. Cheers.![]()
You need to make some changes in the startpos files.
For each border (and a landbridge is just a border like any other as far as the game is concerned) you need to remove some SetNeighbour entries, and some (IIRC) SetBorderAttributes lines (sorry, don't have a startpos to look at....)
In the SetNeighbour it defines which provinces are neighbours, so you'd find eg SetNeighbour ID_Wessex ..... etc etc and then remover the entry that says ID_Flanders. Do the opposite one too. Then look for the SetBorderAttributes and delete the whole line for ID_Wessex ID_Flanders and ID_Flanders ID_Wessex. These few changes will remove the Wessex - Flanders landbridge. Once you've got that going successfully, look for the rest and kill them all![]()
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Download A Game of Thrones Mod v1.4
Just so you're aware, r johnson, you should know that removing the land-bridges can severely hamper the AI factions. They're generally not very good at figuring out how to transport armies over water (which is why I suspect CA added land bridges in the first place).
I admit they do hurt the realism factor, though, so I understand why you want to get rid of them. Just know that the computer-controlled factions could suffer as a result, however.![]()
Last edited by Martok; 04-24-2008 at 07:52.
"MTW is not a game, it's a way of life." -- drone
My thought at first glance was 'the Almohads are dead as ducks'...reference to the AI factions being severely hampered by the removal of land bridges.
On the subject of 'realism', I would say that historically a great many people made it across the English Channel and Gibralter before they had access to 'naval technology' on a par with galleys or dhows. If people can see the 'other side' they will inevitably find a way to get there.
To be 'realistic', when you remove the land bridge you should give any civilization with an ounce of gumption the ability to build a disposable 'naval unit' that can provide transport across anything narrow enough to see across...but wait, that is exactly what the 'land bridges' provide!
Ja! More landbridges to the people! I'd actually love too see myself make landbridges from every island in the game some day, just so the Sicilians don't get stranded in Malta when re-emerging. Or the Byz, or the Eggs, or the Venetians... etc.
It's real what the previous poster says about realism regarding the landbridges in one respect. Namely that the Almohads who own both ends of the gibraltar landbridge should not be needed to build a fleet of warships to get troops to the other side.
However. It feels kinda wrong that the English should not be able to stop an enemy from passing the canal when they have a vast naval superiority there though they only own the one side of the landbridge. That would have been a tight feature for the game. But it's not possible to mod. So let it go.
Don't give up so easily - just as you can add or remove landbridges, you could also make them one-way - for instance Wessex into Flanders could stay enabled, yet Flanders into Weesex can be disabled. Generally you could make it possible to march off an island, yet still need ships to invade it. Would this be closer to your vision?However. It feels kinda wrong that the English should not be able to stop an enemy from passing the canal when they have a vast naval superiority there though they only own the one side of the landbridge. That would have been a tight feature for the game. But it's not possible to mod.
Last edited by macsen rufus; 04-24-2008 at 09:23.
ANCIENT: TW
A mod for Medieval:TW (with VI)
Discussion forum thread
Download A Game of Thrones Mod v1.4
Regarding that particular straits, maybe. From England to Flanders then. But I meant more likely that in order to use a landbridge you would be required to own both ends, if there are enemy fleets in the corresponding water. Otherwise it would be safe crossing for both parties.
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