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  1. #1
    Member Member Suppanut's Avatar
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    Default Re: Rome Total History: New fantastic campaign map!!!!

    Answers to some of your earlier problems.

    Quote Originally Posted by Philadelphos View Post
    Four things still need to be revised and completed:
    1. The cities specifications (especially the buildings, while population should be ok)
    2. The resources on the map are ok, but they don't correspond to the ones in the cities list (I don't even know if this is a problem)
    3. The rebels should be revised and specified. For the moment I stuck to the list of the Time map editor, but I'd like to introduce a different rebel name for almost every region.
    4. The mercenary pools are still incomplete. But this is a point that can be decided only in collaboration with the developers of new units. For the moment my strat.txt contains only vanilla units. Military units are out of my range of competence (since most of you are military historians or skinners, I guess you'll be glad to hear that).
    Reply to 2)...
    All resouces those appear on map which placing in campaign from Descr_Strat.txt don't need to assign in Descr_Regions.txt as engine will organized its existance in regional mechanic automaticallyt. All Those need to list in there are hidden resources defined in Export_Descr_Buildings.txt.

    Reply to 3)...
    Rebel tribal names are assign to regions via Descr_Regions.txt but all its entry as well as unit pools tie to them are defined in data/Descr_Rebel_Factions.txt. Appearance text in game about rebel defined in data/text/Rebel_Faction_Descr.txt. Rebel factions could be add new ones as well as customized all of them as much as you want.

    Reply to 4)
    All mercenaries defined in descr_mercenaries.txt in campaign folder. All units there must assign ownership to all as well as must have mercenary attribute defined in Export_Descr_Units.txt. Made sure that each pools must not have regional overlap as it could appear only one pool in that region.

    Quote Originally Posted by Philadelphos View Post
    Another question. Today I tried to facilitate the aquisition of mercenary leaders. I put the Celtic mercenary leader Autaritus with some mercenary barbarian infantry into the region of Byzacena and gave him trait Disloyal 3. Then I tried to bribe him. It still cost me more than 5000 Denari but what was really annoying is the fact that his army completely disbanded. Is there any possibility to keep at least the mercenary troops when you bribe a foreign or slave army?
    I also wanted to create some uprising of Cilician pirates, gladiators or mercenary troops in specific regions (Cilicia, Campania, Africa, Crete, Corcyra, Dalmatia), but this would be much more interesting if you were able to recruit them sometimes. I understand that bribing disbands opponent armies, but why the mercenaries?
    In order to received those units when bribing, briber faction must be assigned as owner to those units in Export_Descr_Units.txt or else they would be disbanded after bribery complete. Safest way to do that is to give that character army with all mercenary type units as units with mercenary attribute in Export_Descr_Unitst.txt as those units usually assign ownership to all in that file.

    To created such special uprising above from settlement rebel, you need to assign those units to rebel factions which tie to that region according to Descr_Regions.txt. List of possible rebel spawning stack defined in data/Descr_Rebel_Factions.txt (don't forget to add new text to text/Rebel_Faction_Descr.txt if you add new entry in it). You must made sure that all units in this file must have slave ownership in Export_Descr_Units.txt.

    To recruit those units according to regions, it is possible to do by...
    1) Add those units as mercenary in mercenary pool tie to that region, beware that mercenary pools could not overlap, each regions, could have only pool assigning to it in one moment.

    or...

    2) Use concept of area of recruitment to condition of recruiting it in Export_Descr_Buildings.txt. To do that you must assign hidden resource that link to unit's recruiting condition to region in Descr_Regions.txt. Trade resource also work in this case too but it is using different condition in Export_Descr_Buildings.txt.

    I also heard that you could only get 197 land regions and still want to reach 199. I used to have this problem before in current version of Extended Cultures (but I stuck at 198) but now I could made it up to 199 land regions in experimental version of Extended Culture 5. You must made sure that all water tile defining in Map_Regions.tga must use the same exact colour. Any kind of wrong/different colour that not defined in Descr_Regions.txt those cover over water area will made engine considered as another oceanic region. So you must made all those oceanic blue in that file as one exact tri-colour setting to left sea as 1 region.
    Last edited by Suppanut; 01-21-2012 at 09:46. Reason: additional answer included

  2. #2

    Default Re: Rome Total History: New fantastic campaign map!!!!

    Hello Suppanut,

    thanks for adressing my previous questions. Some problems have been resolved in the meantime.

    Quote Originally Posted by Suppanut View Post
    Answers to some of your earlier problems.
    Reply to 2)...
    All resouces those appear on map which placing in campaign from Descr_Strat.txt don't need to assign in Descr_Regions.txt as engine will organized its existance in regional mechanic automaticallyt. All Those need to list in there are hidden resources defined in Export_Descr_Buildings.txt.
    Yes, I already realized this.

    Quote Originally Posted by Suppanut View Post
    Reply to 3)...
    Rebel tribal names are assign to regions via Descr_Regions.txt but all its entry as well as unit pools tie to them are defined in data/Descr_Rebel_Factions.txt. Appearance text in game about rebel defined in data/text/Rebel_Faction_Descr.txt. Rebel factions could be add new ones as well as customized all of them as much as you want.
    Got that too. In the meantime I have completely reworked the rebels in the entire map. I'd like to add more specific units though.

    Quote Originally Posted by Suppanut View Post
    Reply to 4)
    All mercenaries defined in descr_mercenaries.txt in campaign folder. All units there must assign ownership to all as well as must have mercenary attribute defined in Export_Descr_Units.txt. Made sure that each pools must not have regional overlap as it could appear only one pool in that region.
    I did that too. Would like to have more specific mercenary units.

    Quote Originally Posted by Suppanut View Post
    In order to received those units when bribing, briber faction must be assigned as owner to those units in Export_Descr_Units.txt or else they would be disbanded after bribery complete. Safest way to do that is to give that character army with all mercenary type units as units with mercenary attribute in Export_Descr_Unitst.txt as those units usually assign ownership to all in that file.
    Thanks, this seems useful. For the moment I have decided not to enter the units question. Since there are many good modders out there, I'll leave this work to someone else. But I'll keep this in mind.

    Quote Originally Posted by Suppanut View Post
    To create such special uprising above from settlement rebel, you need to assign those units to rebel factions which tie to that region according to Descr_Regions.txt. List of possible rebel spawning stack defined in data/Descr_Rebel_Factions.txt (don't forget to add new text to text/Rebel_Faction_Descr.txt if you add new entry in it). You must made sure that all units in this file must have slave ownership in Export_Descr_Units.txt.

    To recruit those units according to regions, it is possible to do by...
    1) Add those units as mercenary in mercenary pool tie to that region, beware that mercenary pools could not overlap, each regions, could have only pool assigning to it in one moment.

    or...

    2) Use concept of area of recruitment to condition of recruiting it in Export_Descr_Buildings.txt. To do that you must assign hidden resource that link to unit's recruiting condition to region in Descr_Regions.txt. Trade resource also work in this case too but it is using different condition in Export_Descr_Buildings.txt.
    This is very helpful. We have already decided to use the recruitment area concept. Again this is a future project. And since I've been doing different things for a while, I'd have to study to get it all in mind.

    Quote Originally Posted by Suppanut View Post
    I also heard that you could only get 197 land regions and still want to reach 199. I used to have this problem before in current version of Extended Cultures (but I stuck at 198) but now I could made it up to 199 land regions in experimental version of Extended Culture 5. You must made sure that all water tile defining in Map_Regions.tga must use the same exact colour. Any kind of wrong/different colour that not defined in Descr_Regions.txt those cover over water area will made engine considered as another oceanic region. So you must made all those oceanic blue in that file as one exact tri-colour setting to left sea as 1 region.
    I resolved this too after I realized that there were two slightly different colors in the Caspian Sea and the Red Sea. Now I have gone to 199.

    By the way I like your extension to the south. How many additional regions have you got down there? I have made some research and come to the conclusion that you need between four and six additional regions. For the moment I wouldn't know where to cut regions in my map.

    Today I have done some improvements in my map, adding three more land-bridges. I'll mail you later with some support for your research.

  3. #3
    Member Member Suppanut's Avatar
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    Post Re: Rome Total History: New fantastic campaign map!!!!

    Quote Originally Posted by Philadelphos View Post
    By the way I like your extension to the south. How many additional regions have you got down there? I have made some research and come to the conclusion that you need between four and six additional regions. For the moment I wouldn't know where to cut regions in my map.

    Today I have done some improvements in my map, adding three more land-bridges. I'll mail you later with some support for your research.
    Thank you for your kindness as well, Philadelphos.

    As I stated earlier, Mundus Magnus was created by ngr, a Russian modder, according to reference made in his file, since early day of RTW modding and have been adopted widely across many mods which they modified to suited their own, including EB, and all XGM-derivatives (including ours, XC). Since ngr had quit modding long ago after he complete Mundus Magnus v2, Mundus Magnus has became free map for other modder to pick up and developed to their own which you could find it here. like Mundus Magnus v3 which adapt to RTW 1.5/1.6 and Mundus Magnus v4 by other modders. As long as you based your adaptation from Mundus Magnus v2, it is fine to do it with some recognition.


    And about regions in deep south, Area in Africa in original Magnus Mundus v2 seem based from Herodotus and Pliny's work.

    Click image for larger version. 

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    List of additional regions in the South from West to East and North to South (base on settlement sites)
    1) Gaetulia (Dimmidi) Rebel: Gaetuli
    2) Cydamae (Cydaus) Rebel: Garamantes
    3) Hoggar (Rapsa) Rebel: Garamantes
    4) Phasania (Garama) Rebel Garamantes
    5) Tribus Tibu (Campus Tibu) Rebel: Tibu
    6) Augila (Augila) Rebel: Nasamones
    7) Tribus Noba (Campus Noba) Rebel: Nubian
    8) Libya (Ammonium) Rebel: Libyan
    9) Oasis Magna (Hibis) Rebel: Egyptian
    10) Middle_Egypt (Memphis) Rebel: Egyptian
    11) Thebais (Thebes) Rebel: Egyptian
    12) Nubia (Pselchis) Rebel: Nubian
    13) Kush (Meroe) Rebel: Meroits
    14) Locus Blemmye (Campus Blemmye) Rebel: Blemmye
    14) Ethiopia (Axum) Rebel: Ethiopians

    Arabia regions are....
    1) Sinai (Petra) Rebel: Nabataean
    2) Nabataea (Bostra) Rebel: Nabataean
    3) Main (Carna) Rebel: Minaei
    4) Saba (Mariba) Rebel: Sabaeai
    5) Arabia (Gorda) Rebel: Arabs
    6) Locus Gerraei (Gerra) Rebel: Gerraei
    7) Qataban (Tamna) Rebel: Cattabanei
    8) Hadramaut (Sabata) Rebel: Chatramotitae
    9) Maketa (Omana) Rebel: Omani
    10) Ubar (Zufar) Rebel: Omani

    And here in Extended Cultures, we give a lot of area in Africa and Central Desert of Arabia to uncapturable region named Deserta (pink colour).

    Click image for larger version. 

Name:	Arabian Connected map_regions.jpg 
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    List of regions in the South from West to East and North to South (base on settlement sites)
    1) Gaetulia (Cydaus) Rebel: Gaetuli (Cydaus have been chosen although it is historically in area of Geramantes for gameplay reason as I could not find any know named settlement in that area in that period and Cydaus is supposed to be more important than the rest of oasis within this region, perhap you could find better one)
    2) Phasania (Garama) Rebel: Garamantes
    3) Libya (Ammonium) Rebel: Libyan
    4) Heptanomis (Memphis) Rebel: Egyptian
    5) Thebais (Thebes) Rebel: Egyptian
    6) Nubia (Pselchis) Rebel: Nubian
    7) Kush (Meroe) Rebel: Meroits
    8) Eretheaea (Ptolemais Theron) Rebel: Blemmye
    9) Ethiopia (Axum) Rebel: Ethiopians
    10) Punt (Avalites) Rebel: Ethiopians

    Arabia regions of Extended Culture are different from Magnus Mundus due to we implemented tradebridge acrossing the desert based on trade route in Arabia....
    1) Arabia Petraeas (Petra) Rebel: Nabataean
    2) Nabataea (Tayma) Rebel: Sinites
    3) Main (Carna) Rebel: Minaei
    4) Saba (Mariba) Rebel: Sabaeai
    5) Gerrhaia (Gerrha) Rebel: Gerraei
    6) Qataban (Tamna) Rebel: Cattabanei
    7) Hadramaut (Sabata) Rebel: Chatramotitae
    8) Maketa (Omana) Rebel: Omani
    9) Ubar (Zufar) Rebel: Omani


    Oh, from what I see from your serveral screenshots, I fear that locations you placing many of settlements are risking of causing ctd from moving acrossing bug tiles. It has risk of ctd causing by expelling spy or characters out of settlements as there are some chance to expel those character into sea or mountain tile if all availble movable tiles had been occupied and movement of all those charecters over water or mountain will cause ctd. So I suggest you to compromised some settlement's locations by move it at least one tile away from water especially, those which have a lot of traffic (as it seem attracted spies).
    Last edited by Suppanut; 01-22-2012 at 17:13.

  4. #4

    Default Re: Rome Total History: New fantastic campaign map!!!!

    Quote Originally Posted by Suppanut View Post
    Thank you for your kindness as well, Philadelphos.

    As I stated earlier, Mundus Magnus was created by ngr, a Russian modder, according to reference made in his file, since early day of RTW modding and have been adopted widely across many mods which they modified to suited their own, including EB, and all XGM-derivatives (including ours, XC). Since ngr had quit modding long ago after he complete Mundus Magnus v2, Mundus Magnus has became free map for other modder to pick up and developed to their own which you could find it here. like Mundus Magnus v3 which adapt to RTW 1.5/1.6 and Mundus Magnus v4 by other modders. As long as you based your adaptation from Mundus Magnus v2, it is fine to do it with some recognition.

    And about regions in deep south, Area in Africa in original Magnus Mundus v2 seem based from Herodotus and Pliny's work.

    List of additional regions in the South from West to East and North to South (base on settlement sites)
    1) Gaetulia (Dimmidi) Rebel: Gaetuli
    2) Cydamae (Cydaus) Rebel: Garamantes
    3) Hoggar (Rapsa) Rebel: Garamantes
    4) Phasania (Garama) Rebel Garamantes
    5) Tribus Tibu (Campus Tibu) Rebel: Tibu
    6) Augila (Augila) Rebel: Nasamones
    7) Tribus Noba (Campus Noba) Rebel: Nubian
    8) Libya (Ammonium) Rebel: Libyan
    9) Oasis Magna (Hibis) Rebel: Egyptian
    10) Middle_Egypt (Memphis) Rebel: Egyptian
    11) Thebais (Thebes) Rebel: Egyptian
    12) Nubia (Pselchis) Rebel: Nubian
    13) Kush (Meroe) Rebel: Meroits
    14) Locus Blemmye (Campus Blemmye) Rebel: Blemmye
    14) Ethiopia (Axum) Rebel: Ethiopians

    Arabia regions are....
    1) Sinai (Petra) Rebel: Nabataean
    2) Nabataea (Bostra) Rebel: Nabataean
    3) Main (Carna) Rebel: Minaei
    4) Saba (Mariba) Rebel: Sabaeai
    5) Arabia (Gorda) Rebel: Arabs
    6) Locus Gerraei (Gerra) Rebel: Gerraei
    7) Qataban (Tamna) Rebel: Cattabanei
    8) Hadramaut (Sabata) Rebel: Chatramotitae
    9) Maketa (Omana) Rebel: Omani
    10) Ubar (Zufar) Rebel: Omani

    And here in Extended Cultures, we give a lot of area in Africa and Central Desert of Arabia to uncapturable region named Deserta (pink colour).

    List of regions in the South from West to East and North to South (base on settlement sites)
    1) Gaetulia (Cydaus) Rebel: Gaetuli (Cydaus have been chosen although it is historically in area of Geramantes for gameplay reason as I could not find any know named settlement in that area in that period and Cydaus is supposed to be more important than the rest of oasis within this region, perhap you could find better one)
    2) Phasania (Garama) Rebel: Garamantes
    3) Libya (Ammonium) Rebel: Libyan
    4) Heptanomis (Memphis) Rebel: Egyptian
    5) Thebais (Thebes) Rebel: Egyptian
    6) Nubia (Pselchis) Rebel: Nubian
    7) Kush (Meroe) Rebel: Meroits
    8) Eretheaea (Ptolemais Theron) Rebel: Blemmye
    9) Ethiopia (Axum) Rebel: Ethiopians
    10) Punt (Avalites) Rebel: Ethiopians

    Arabia regions of Extended Culture are different from Magnus Mundus due to we implemented tradebridge acrossing the desert based on trade route in Arabia....
    1) Arabia Petraeas (Petra) Rebel: Nabataean
    2) Nabataea (Tayma) Rebel: Sinites
    3) Main (Carna) Rebel: Minaei
    4) Saba (Mariba) Rebel: Sabaeai
    5) Gerrhaia (Gerrha) Rebel: Gerraei
    6) Qataban (Tamna) Rebel: Cattabanei
    7) Hadramaut (Sabata) Rebel: Chatramotitae
    8) Maketa (Omana) Rebel: Omani
    9) Ubar (Zufar) Rebel: Omani


    Oh, from what I see from your serveral screenshots, I fear that locations you placing many of settlements are risking of causing ctd from moving acrossing bug tiles. It has risk of ctd causing by expelling spy or characters out of settlements as there are some chance to expel those character into sea or mountain tile if all availble movable tiles had been occupied and movement of all those charecters over water or mountain will cause ctd. So I suggest you to compromised some settlement's locations by move it at least one tile away from water especially, those which have a lot of traffic (as it seem attracted spies).
    I have never encountered any problem of this kind, but maybe because I didn't play as long that it could happen. I'll check my cities, but I think that I won't be very glad to renounce places like Corcyra, Naxos or Mytilene. Malta is not necessary, but the others were quite important. Probably the problem occurs only with spies. Usually they won't even arrive in isolated places like Malta, but cities like Byzantium or Sinope might actually be at risk. I'll go over it to minimize this.

    So you got much less cities in the center, which allows to have all those southern regions. The first list seems excessive to me, but yours is fine. Maybe Eretheaea could be left out. In Arabia I don't know anything about Main, but the rest is okay. You left Himyar off, probably because they came later? If you need more regions, some might be united such as Maketa and Ubar or Saba and Qataban.

    In Gaetulia I found a place called Tucrumuda. I think it's from the Ptolemaic maps. Sounds good and you can use that name. I''l send you my regions file, so you can see where I placed it. It's a bit east of Dimmidi.

  5. #5
    Member Member kylan271's Avatar
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    Default Re: Rome Total History: New fantastic campaign map!!!!

    I greatly appreciate this work! And also my gratitude to Zarax and gang for support.

    I tried to do research on family names,but found problems with the hc limit for family tree,so how to overcome if there are 9 children?

    If you use the BI exe you could get the emergent factions to help with faction slots. As I was using ALEX.exe I did not discover a way to use this?

  6. #6

    Default Re: Rome Total History: New fantastic campaign map!!!!

    Are there any news about status of your mod?

  7. #7

    Default Re: Rome Total History: New fantastic campaign map!!!!

    What is the status mod?
    Is perhaps a beta version?

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