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Thread: 2 problems remain

  1. #1
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default 2 problems remain

    I have mensioned this before, but wish to bring it up again because the problems still exist in v1.6:

    -the map.rwm file fails to generate when I add a new building. I only left "core_buildings", "defenses", "port_buildings", "hinterland_mines" and "hinterland_roads" in. This works, but when I add a completly new building the rwm file fails to generate. This is weird because the game parses EDB at startup and finds no error. I didn't have this problem in v1.2

    -I still haven't managed to port my new battlemap building models to BI. The items.db file format has changed in BI (maybe Vercingetorix can take a look at that ?) but the BI exe also runs fine when using the items.db file from RTW vanilla.

    I doubt any other modders have a solution to these problems, but perhaps a CA members can give me some more information *crosses fingers*
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  2. #2
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: 2 problems remain

    Adherbal,

    Have you tried leaving farms in and seeing if it generates? I believe these have some attachment to the hardcoding like the other buildings you mention; though I have certainly not tested it.

    I have not got around to adding in the new building set yet, but I did add a completely new building in BI (and now in 1.6) which works fine. I have not yet cleaned out anything from EDB however.
    "One of the most sophisticated Total War mods ever developed..."

  3. #3
    Shae'en M'taal Member Andreas's Avatar
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    Default Re: 2 problems remain

    With a gnerated .rwm, you cannot how mny buildis you like. It makes it a pain in the a** when you want to change regions, hidden resources and all that(I have to replace a bunch of files and stuff... I hate it:{)
    Supporter and retired teammember of the Wheel of Time mod.

  4. #4

    Post Re: 2 problems remain

    I've been able to generate a new campaign map with very few (if at all any) buildings present for almost all settlements in RTW v1.5 (and previous versions). Here's an example from descr_strat.txt:

    Code:
    settlement
     {
         level town
         region Thebais
     
         year_founded 0
         population 1500
         settlement_tax 51
         plan_set default_set
         faction_creator egypt
         building
         {
             type core_building governors_house
         }
     }
    Obviously this settlement is Thebes in region Thebais, note that it only contains the core_building and nothing more. In my latest version of descr_strat, all settlements start at large_town level or lower, and with very few buildings attached.

    You guys probably already know this, but I'd thought I'd include it in case any new modders browse through these posts looking for ideas. Have you double-checked each settlement core_building against level? I discovered this a while back, its easy to overlook as well. EG you have a govenors_house for a large_town etc.

    For those of you who didn't know, the 5 levels are split amongst 6 core_building types, as listed below (off the top of my head ):

    * Population: >=0 to <=999 --- village --- no core building
    * Population: 1000 to <=1999 --- town --- govenors_house
    * Population: 2000 to <=5999 --- large_town --- govenors_villa
    * Population: 6000 to <=11999 --- city --- govenors_palace
    * Population: 12000 to <=23999 --- large_city --- proconsuls palace
    * Population: 24000+ --- huge_city --- imperial_palace

    Of course, these are just guidelines, in the campaign you don't actually have to build a core_building type as soon as you hit a population level, as the excess will be carried over (and eventually countered by squalor).


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  5. #5

    Default Re: 2 problems remain

    I don't have a .rwm regeneration problem. I've made an entierly new map with new hidden resources and rebel tribes and I've not had any .rwm problems yet. This is in my vanilla BI version though. I've not tried 1.6/1.5 yet.

    - Tittils -


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  6. #6
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: 2 problems remain

    Quote Originally Posted by Seasoned Alcoholic

    You guys probably already know this, but I'd thought I'd include it in case any new modders browse through these posts looking for ideas. Have you double-checked each settlement core_building against level? I discovered this a while back, its easy to overlook as well. EG you have a govenors_house for a large_town etc.

    For those of you who didn't know, the 5 levels are split amongst 6 core_building types, as listed below (off the top of my head ):

    * Population: >=0 to <=999 --- village --- no core building
    * Population: 1000 to <=1999 --- town --- govenors_house
    * Population: 2000 to <=5999 --- large_town --- govenors_villa
    * Population: 6000 to <=11999 --- city --- govenors_palace
    * Population: 12000 to <=23999 --- large_city --- proconsuls palace
    * Population: 24000+ --- huge_city --- imperial_palace

    Of course, these are just guidelines, in the campaign you don't actually have to build a core_building type as soon as you hit a population level, as the excess will be carried over (and eventually countered by squalor).
    Yes, I figured this out the hard way. Back in 1.2 I learned that you could lose the ability to upgrade the city level if you gave a population that exceeded the core building level.
    Rome Total War, it's not a game, it's a do-it-yourself project.

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