No, it stays on campaign map. Just in battle map, it's whatever you put in custom tile, not the dynamic city...
No, it stays on campaign map. Just in battle map, it's whatever you put in custom tile, not the dynamic city...
I'm still not here
Hm, I would have though that placing a city on the map would avoid that...
But you can only put a city of certain type and level in the editor, can't you? And I'm not sure if it'd be tied to anything that's done to the city in campaign (growth, buildings, etc.)
I'm still not here
I don't know, I haven't used the editor in quite a bit. Have you actually tested it? Like placing a village in the battle editor and a city on the campaign map?
That's indeed what's happend.
The campaing seems to keep the underlay from the custom tile & puts the dynamic city over it.
I've tried putting the Tarquinii tile from the sons of mars where Alexandria is located & I got an egytian style city with a Roman underlay.
Not putting a city on the custom tile seems to crash the game...
grtz
Badger
Excellent, so you can make custom maps with cities on them in campaign... The historical cities mod people will be happy. Have you tried placing other models on the map at the same time? Like the wonders which are meant to be in cities??
- Ariminum (don't mind the weird light, I'm playing with palette :)
It does seem possible after all...
The underlay is a bit of a problem. I see only solution is to make cities have the same plan through all their development, so they never grow (or shrink) in battlemap, or change plans as they change culture. This may not be a lot of drawback, but still can for some.
Also, I got an interesting bug: there is a "window into space" in the side of the hill, where roadjoiners are. I wonder what can be the cause of that? Through that window I can see the city from below (upskirt of pretty roman females etc.) - seems like there is a texture missing somewhere...
Oh, and the roads don't show unless you put them there in the editor.
I'm still not here
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