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Thread: Putting features on the Campaign map (custom tiles)

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  1. #1
    Wandering Historian Member eadingas's Avatar
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    Default Re: Putting features on the Campiagn map (custom tiles)


    - 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

  2. #2

    Default Re: Putting features on the Campiagn map (custom tiles)

    That's probably a problem with the road-joiner item.
    Don't know if these can be omitted from the settlement plan to solve this problem.

    Giving a city a specific plan set is possible, zo the underlay can remain the same through an evolution. For historic cities, this should be acceptable.

  3. #3
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Putting features on the Campiagn map (custom tiles)

    Hm, the roads are a bit of a problem, as this means that they won't appear when you build them. I guess the solution is to put the highest level roads in to start with, you can understand that there would be better roads around a city than in the countryside...

  4. #4
    Wandering Historian Member eadingas's Avatar
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    Default Re: Putting features on the Campiagn map (custom tiles)

    This solution is anyway only good for cities which are well developed by the time the mod starts. Since the city plan can't change, it's no good for settlements that we'd like to have natural surroundings but start out as village and grow to huge... OTOH, this means we can have a decent net of roads coming out of a big, rich city, not just the four poor roads that we have to deal with in vanilla...

    BTW, have you (or anyone) tried playing a battle in a tile _next to_ custom one? Do all the features remain as you look outside the battlefield?
    I'm still not here

  5. #5
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Putting features on the Campiagn map (custom tiles)

    No I haven't, thats a good point.

    I have another question though, has anyone had any wierd effects at the borders of maps. I know that the map only goes so far, it doesn't save whats in the distance, it only saves the battlefield, the rest is generated from the campaign map, so what I mean it, does the edge of the battlefield fit smootly with the rest of the world, or is it sudden... I think it does it smoothly, but I've only tested with fairly flat maps in flat areas.

  6. #6
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Putting features on the Campiagn map (custom tiles)

    The entire 2 km × 2 km area of the battle map is visually continuous.

    By the way, what's up with the plan names listed in descr_strat? Could we use those?

    -Simetrical
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  7. #7
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Putting features on the Campiagn map (custom tiles)

    I have folowed the tutorial on the letter but it didn't work I tried to place hte real piramids in the 181 13 and it wasn't there , was still always the strategical map piramid....

    Creator of Ran no Jidai mod
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