Results 1 to 30 of 50

Thread: Glorious Cities!!!

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Glorious Cities!!!

    Quote Originally Posted by Sandouras
    Yeah i kinda unsterstood that. But why does the editor have every concievable building for me to put on my map, when i cannot put walls? I mean.... COME ON!
    This is because the walls, gatehouse, generic buildings etc are all the same model, the individual buildings that feature in the tech tree are seperate models which are included based on whats in the actual strat map settlement. You cant place walls because there are no individual wall pieces, just the settlement as a whole.

    Quote Originally Posted by Sandouras
    PS. Breaking the code will probably allow you to erase buildings in the settlement and place your own. You will still have to make do with the circular format of the walls.
    The file structure for both the tech tree buildings and the settlements themselves look to be pretty much the same, if one gets cracked the other should be too. They're more complex though than units so its not going to be done overnght.

  2. #2
    Megas Domestikos Member AnthoniusII's Avatar
    Join Date
    Nov 2006
    Location
    Thesalonike Greece
    Posts
    261

    Default Re: Glorious Cities!!!

    How about placing all the buildings and the population and when the mod begins the player must build huge walls

  3. #3

    Default Re: Glorious Cities!!!

    HTML Code:
    How about placing all the buildings and the population and when the mod begins the player must build huge walls
    I didnt get that.
    HTML Code:
    They're more complex though than units so its not going to be done overnght.
    So can anyone have a go at it?

  4. #4

    Default Re: Glorious Cities!!!

    Course, I suggest starting with something fairly simple like one of the rocks in the ambient_settlements folder. Work out the structure of the files there and move on to something more complex. The .world file looks to contain the actual geometry, the names of the other files are self explanatory as to whats in them, just a matter of figuring out how the info is stored.

  5. #5
    VOXIFEX MAXIMVS Member Shigawire's Avatar
    Join Date
    Oct 2003
    Location
    Norway, Br?nn?ysund
    Posts
    2,059

    Default Re: Glorious Cities!!!

    I care a great deal about the way siege warfare works in this game. In fact it's the one aspect I've dedicated my studying to. Except I have studied ancient siege warfare, not mediæval. Artillery was such a tiny aspect of ancient siege warfare, of little consequence compared to the vast array of other siege-related articles. Just as you'd love to have the 3 concentric walls of Konstantinople, I'd love to have the 3 progressively taller concentric walls of Qarthadast and Thapsus. The coastal walls of Syrakousoi. Every city unique. This is a very important thing. Sieging becomes bland when every city looks the same. I'd love to have the ability to invest a city with a periteichismos (greek 400s BC, encirclement of a city using a stone wall), or simply surrounding a city with ditches and palisades like at Lilybaeum in the 1st punic war. Or a double-encircling wall circumunnitus as engineered by Vitruvius for Cæsar at Alesia. Also, sapping would be carried out in a turnbased manner, not as little molemen from some cartoon series. Logistics would also be a crucial aspect, with great ramifications for siege warfare. I had an idea which involved a timer. The moment you moved an army into an arid or desert area, a timer would start where the army's supplies would be counted down. You could essentially lose your entire army if you didn't move your army from waterhole to waterhole. Crassus made this mistake, but his army was spared the horrible fate of dying of thirst, as the Parthians attacked them at Carrhae.

    Unfortunately most of my aspirations fall short of the technical limitations imposed by this otherwise great 3d engine.

    But I do think it will be possible eventually. Gotta be optimistic.

    Certainly, unique cities - many for which we still have maps! Though Mediæval cities are far easier to acquire maps for, we even have some accurate maps for ancient settlements!


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

  6. #6

    Default Re: Glorious Cities!!!

    First of all, having every city made unique in this game would be a GARGANTUAN task. Maybe "Medieval 7:TW" will have them. Thats why i said that we could at least find a way to do this with the most important ones. If a pattern is found, then we could all contribute and do them all!
    But some of the cities that you refer to werent so important in the middle ages, and maybe didnt have the fortification you say, cause they would probably have moved forward for the antiquity. So lets stick to Medieval 2 and not to Antiquity TW.
    I had an idea which involved a timer. The moment you moved an army into an arid or desert area, a timer would start where the army's supplies would be counted down. You could essentially lose your entire army if you didn't move your army from waterhole to waterhole.
    Excellent. Now thats what i call realism. The thing is, that a waterhole could be a well, or a fountain, too small to put on a map. And the huge,dence forests in Germany for example arent considered friendly either. I think that this is getting it too far. At least the way TW games are layed nowadays.

  7. #7
    Knight who says NI! Member Crusader Invasion's Avatar
    Join Date
    Aug 2006
    Location
    USA
    Posts
    45

    Default Re: Glorious Cities!!!

    I remember someone making a custom Rome in RTW but untill the modding geniuses crack the code of M2, these ideas are just ideas. I would love to fight a river battle in a city like Paris (OR VENICE!!!) or see the Dome of the Rock in Jerusalem.
    Last edited by Crusader Invasion; 05-22-2007 at 02:28.

  8. #8

    Default Re: Glorious Cities!!!

    In a perfect world every city would be unique and you could actually fight sea battles/amphibious landings.

  9. #9

    Wink Re: Glorious Cities!!!> If only...

    Well if we're discussing what could be;

    I htink the make a settlement a castle or a town was a good idea in theory -
    good options from a gameplay point of view

    In actuality; i think they should rescind this.
    for one it makes disloyal populations too easy to pacify...

    BUT IDEALLY

    what you would have is that FORTS get upgraded into castles -
    and the acstles can be IN a city - or anywhere else

    Just about every medieval town in addition to being walled; had (usually several; but one would do for game purposes) private strongholds within it.
    (google champagne fairs - troyes town map for a nice example)


    this would go towards making the cities more unique AND give the player more flexibility...

    addressing what was said earlier about putting those 'dead spaces' to work

    I have been told in seperate; previous modding conversations that such changes are not possible - too hard-coded - to mod into m2tw -

    Perhaps next time?

    keep expressing what you want to see; maybe so.

  10. #10

    Default Re: Glorious Cities!!!

    God damn you Badger, are you dyslexic or something? I cant make out a word you say!

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO