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  1. #1

    Default Major breakthrough: editing cities!

    I have successfully recreated the Seven Hills of Ancient Rome, and made that into a city settlement plan. Now instead of boring flat cities with small areas, huge open spaces and a few buildings, you can have huge sprawling cities, situated just as they were historically, and as difficult to besiege as they were historically.



    I will place the 'capture city' square on the right side of the Capitoline Hill, where the citadel was historically (and will be recreated). So now you'll not only have to get through the outer wall, not shown here, but up the narrow slopes of the Capitoline, and fight your way through the inner set of walls into that cramped area. Basically, in terms of cities and settlements, our hands are now untied and we can do whatever the heck we please. If you want to recreate the harbor of Carthage, you can. If you want to recreate the Acropolis of Athens you can. And the Acropolis will not just be some eyecandy, like a big Imperial Palace that stands there occupying space but not being able to fight inside; no, now you can have the 'city square' up on the Acropolis, so the poor enemy will have to get through the outer walls and then fight their way up the Acropolis, through the tense wall of hoplite spears.



    -------
    Original post (4/30):
    A shot of the Capitoline Hill with some upgraded textures:



    The view from the top:




    UPDATE (5/26):

    The beta of the citadel on the Capitoline (a work in progress):



    UPDATE (5/27):

    I have created an introductory tutorial in the Tutorials subforum, explaining how to edit ground features which is the basic building block when creating custom cities. The tutorial can be found here:
    https://forums.totalwar.org/vb/showthread.php?t=48365

    In other news, with the creation of the first tutorial I would like to organize a group of modders together, people who are interested in creating new cities, to facilitate exchange of information and for collaboration and group work.

    I am considering a few names for the name of the guild, such as The Crafters Guild or The Masons Guild. I would also like to think of some names that don't have the word "guild" which has medieval connotations. In any case, PM me if you would like to join and are following along the tutorial and are seriously interested in pursuing this.


    UPDATE (6/5):
    Building the Servian Walls, the great, arduous, and incredibly daunting task:
    Last edited by SigniferOne; 06-06-2005 at 02:33.

  2. #2

    Default Re: Major breakthrough: editing cities!

    This is very interesting, are those grey areas impassible? The problem we have with trying to generate cliffs before was that troops could go up and down them as easily as level ground. And you can customise the positions the walls go in as well?
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  3. #3

    Default Re: Major breakthrough: editing cities!

    Thats great news! So, for the sake of the community are you going to let us in on this little secret?

  4. #4
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: Major breakthrough: editing cities!

    good job

    I managed to changed the layout of city walls, aslong as you keep them in a perfect closed "circuit" it works fine.

    now all we need is the ability to edit pathfinding models. They can't even be exported atm :(
    Member of The Lordz Games Studio:
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  5. #5
    Wandering Historian Member eadingas's Avatar
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    Default Re: Major breakthrough: editing cities!

    So, was that using battle editor for ground and 3dmax for overlays/underlays?
    I'm still not here

  6. #6

    Default Re: Major breakthrough: editing cities!

    question, is middle earth total war the same as The Fourth Age Total War

  7. #7

    Default Re: Major breakthrough: editing cities!

    would this work with rtr?

  8. #8

    Default Re: Major breakthrough: editing cities!

    Sure.

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