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  1. #1
    Member Member Iustinus's Avatar
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    Default Re: Age of Warlords - Total War

    Hey BKB,
    can you post a screenshot of the Skraelings when you get the chance?
    Looks like an AWESOME mod. Let me know if you still need me to do maps. Is there a way to make specific maps for specific provinces? I think the HTW team had trouble with that- I'm pretty sure the campaign just uses random land maps that go with the description in the startpos file.
    Thanks!
    Justin
    Awen ha ni?

  2. #2
    Boondock Saint Senior Member The Blind King of Bohemia's Avatar
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    Default Re: Age of Warlords - Total War

    Yes Iustinius you are indeed integral to my plans so I'd appreciate your help. I'm pretty sure you can do specific castle maps for some reason, though don't quote me on that. If we get rid of desert textures we may be able to get them for American only using the region attributes section though no?

    I'll send you a PM with more info. Your work on the Arthur mod was amazing BTW, love those new sounds.

  3. #3
    Member Member Crusader4thepeople's Avatar
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    Default Re: Age of Warlords - Total War

    This mod is awesome, BKB this is one of a kind, as rather then a changed map if MTW or a "close up" map (like in VI) but a completely new map created in the style of MTW. The new factions sound great, especially the Eskimos, cant wait to see those

  4. #4
    Member Member Iustinus's Avatar
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    Default Re: Age of Warlords - Total War

    Thanks BKB!
    There is one problem with using the desert graphics- weather is hardcoded (from my experience) so you get sandstorms, the men tire more quickly, there is no snow, rain, or fog and somehow even if you make a map thickly forested, most of the trees don't show.
    This really sucks because most mods don't need the desert maps and you get two landscapes that would be great to change, but they can't be changed fully!
    And unfortunately, Lush and Temperate use the same backdrops and ground textures, just different trees, so if you mod one you are modding the other. This only leaves Arid as an option for modding landscapes, unless you have a Mediterranean based mod (and the only Mediterranean parts of this mod that I can see on the map are for the most part not Arid.) I think I know what you are talking about with the castle maps.
    If you want to do seperate bird sounds for North American maps, I've got that set, you only need to choose the landscape we can turn North american.
    Thanks!
    Justin
    Awen ha ni?

  5. #5
    Boondock Saint Senior Member The Blind King of Bohemia's Avatar
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    Default Re: Age of Warlords - Total War

    Thanks Iustinius I'm sure we could use arid. It'd be a dreadful shame not to have some new stuff for America so we're gonna have to at least give it a try anyway.

  6. #6
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Age of Warlords - Total War

    There's a lot to work BKB.... Just think, the Channel Island have their specialty: Bulgarian Brigands

    Just joking, good job BKB!!!!
    Can't wait for it....
    Ja mata, TosaInu. You will forever be remembered.

    Proud

    Been to:

    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

  7. #7

    Default Re: Age of Warlords - Total War

    Excellent work!

    Looking forward to this puppy...

  8. #8
    warning- plot loss in progress Senior Member barocca's Avatar
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    Default Re: Age of Warlords - Total War

    Quote Originally Posted by Iustinus
    Is there a way to make specific maps for specific provinces? I think the HTW team had trouble with that- I'm pretty sure the campaign just uses random land maps that go with the description in the startpos file.

    now you are going to have to bear with me on this, it has been 2 years since i researched this stuff, so i am running on faded memory cells,
    edit - checked and missed SIX type ones!! - i have never used the types, so this should be EASY now!!!


    this is the gist of how the map system works

    there are terrain types that can be declared as borders,

    these can be put into four terrain categories,
    and castles (a special case - more on castles later)

    terrain categories

    ==type one==
    PLAINS, FLAT, HILLY, MOUNTAIN, FLT2HLL, HLL2FLT, HLL2MNT ,MNT2HLL, FLT2MNT, MNT2FLT

    FLT2PLN, PLN2FLT, HLL2PLN, PLN2HLL, PLN2MTN, MTN2PLN

    ==type two==
    Inland, Coastal

    ==type three==
    River

    ==type four==
    DESERT, Steppes

    type one - 160 variants
    type two are modifiers, a map must be of type one, and must be either Inland or Coastal UNLESS it is desert or steppe
    (HAVE NOT tested what happens if a map is NEITHER coastal or hilly - may be more options IF excluding coastal/hilly WORKS)
    type three is an additional option
    type four are an old design - no longer can be activated in startpos scripts

    NOW
    when i made Shog Mod beta 5 i found several "type mixes" that the dev's had ALLOWED for in hardcode, but had NOT ACTUALLY used when making MTW.
    SO it may be possible to mix and match the combo's a lot more than (thus far) seems to be the case.

    SO how many maps??
    not sure BUT
    using the SIXTEEN type one declarations, plus giving each it's coatal or inland gives us 34 maps right away
    then ANOTHER 34 if we give each a river
    so thats 64 distinct maps before we look any further

    at this time it looks like that may be it,
    i am looking at wether we can use more modifyers,
    but thus far no joy


    SO WHAT ABOUT "PlainsInlandRiver01, PlainsInlandRiver02 etc etc???
    they are just mapgroups, so you dont fight the same map for the same province,

    CA's original plan was to be able to set the map subdirectory,
    but it looks like that was not implimented,

    CA also planned for a "mapgroup", but that does not appear to have been implemented

    NOW I AM FAIRLY CERTAIN MTW DOES NOT CARE if borders dont "match" backwards and forwards

    just because province one to province two if hilly to flat, that does not mean province two to province one needs to be flat to hilly!!!


    so if we make all the borders ENTERING a province the same and make ONLY ONE map of that type, then we will always fight battle ENTERING that province on the same map
    BUT
    rebellions dont use border maps,
    that means we cannot make ALL battles in a province on the same map, but all engagements between enemies, sure, we can do that.




    castlemaps

    these are something special, and so many mods DONT understand them,
    SOME you can predfine, by giving names in startpos - so you can fight specific castles,
    but wether you use terrain or name
    they are ALL LINKED to the tech tree!!!
    the number at the end are VERY important

    three main types,
    CASTLEFLAT, CASTLEPLAINS, CASTLEHILLY
    (((have not tested coastal/inland/desert/steppe/mountain)))

    2 of the 3 numbers at the end are linked to the tech tree

    TECH TREE HAS CASTLE NUMBER AND UPGRADE LIMITS
    maximum the Tech Tree/Map will accept is 7 and 1, being 7 castles and 1 upgrade,
    but you can exchange less castle for more upgrades
    (IE: you can have 5 castles, with three upgrades,)
    MAYBE you can have more upgrades, but IF i remember rightly the total of Castles Plus Upgrades must be eight OR LESSl
    ---this requires testing, my memory IS vague on upgrades, but maximum castles is DEFINATLEY seven---

    CASTLEFLAT05_1_0
    First number is randomiser (can have 01,02, ad infinitum)
    ([i]First number can also be "set" in SetCastleNumGroups::,
    the plan was for the game to limit itself to the "set" number and ignore the rest, i cannot recall if that actually works or not)

    Second number is Tech Level
    Third number is Upgrade Level

    second and third number must match tech tree possibilities, else you will get the default "lumpy map"


    you will ALSO get the default "lumpy map" if you use a terrain border crossing that the devs did not make a map for!


    so we can definately make 64 unique province maps FOR "MEETING BATTLES",
    but not for rebellions,

    how many province you have BKB??

    cheers,
    B.
    Last edited by barocca; 07-17-2005 at 01:34.
    The winds that blows -
    ask them, which leaf on the tree
    will be next to go.

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