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Thread: Fort, Motte, & Bailey

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  1. #1

    Default Re: Fort, Motte, & Bailey

    Just guessing, but there must exist a trigger atfer building the first fort upgrade (or as you say the upgrade is the trigger) that activates the elevated series of castle maps.

    As far as i know in the VI campaign (and various medieval era mods i've played) it works the same.

    Last edited by gollum; 11-16-2009 at 19:19.
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  2. #2

    Default Re: Fort, Motte, & Bailey

    That's odd. The game must keep track of the upgrades that were built even when superseded by a keep...
    Last edited by caravel; 11-16-2009 at 19:24.
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  3. #3
    Needs more flowers Moderator drone's Avatar
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    Default Re: Fort, Motte, & Bailey

    I'm guessing it triggers on the Motte building then. There are no upgrades for the pre-Fort "castles" in VI. Maybe the game sets a variable on the Motte being built and the map is chosen from the hilltop set after.

    I guess one test would be on provinces that have a pre-built Keep at the start. This should be flat, but if a Curtain Wall is built, does it become a hilltop Keep? This would verify that it triggers on the first possible upgrade, or just a Motte.
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  4. #4

    Default Re: Fort, Motte, & Bailey

    Originally posted by drone
    This should be flat...
    Not necessariliy, for example Constantinople is set on a hill although it starts as a Citadel. The map series choice have been pre-made but apparently it was still a choice as to what series of maps was chosen.

    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

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