Named characters that spawn as brigands don't actually become members of the rebel family though do they? They are treated as generals like the ones that can be recruited in BI.Originally Posted by Red Spot
Named characters that spawn as brigands don't actually become members of the rebel family though do they? They are treated as generals like the ones that can be recruited in BI.Originally Posted by Red Spot
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LOL forget our silly explanations......
I just tried loading it - because its same size as vanilla map I think its trying to use the map_heights.hgt in the base folder (unless you deleted yours) if you've still got .hgt file and possibly rwm in there delete them.
Check what you are getting on the corrected_regions file, mine due to ^ came out europe shaped.
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I did have a hgt file in there. I also saw what you meant about the corrected_regions file.
I went ahead and deleted the hgt file and used descr_regions to correct corrected_regions. But it still keeps crashing!!!
This is getting long and arduous now. Sorry for taking up so much of your time!
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sorry I was in a hurry yesterday and didn't explain very well what I meant. Getting rid of the hgts file is at least showing you are getting map.rwm based on your heights/coast shape OKOriginally Posted by Herennius Volsinius
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The corrected_regions.tga isn't used by the game so altering IT doesn't do anything, it just exists to show you what your combination of map_heights and map_regions is actually producing in the game rwm. If you check yours (based on files sent) you'll see that at least two of the small islands come out as too small:
both losing port and ending up with city pixel bordering sea which you can't have!
To change that you need to add more land to those in map_heights.tga, thing to look out for is that only pixels on odd/odd coordinates in heights (3,5 or 111,99 etc) determine which part is land or sea on the corrected_regions, so you need to add enough land to map_heights in the direction that is missing to include odd/odd pixels, otherwise shape won't change.
Last edited by Makanyane; 12-21-2007 at 09:55.
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Well found, Makanyane. I also spotted the same thing occuring in Stros M'Kai. (The three small red islands in the west). I fixed these but I am still getting a CTD. I think that there must be more around somewhere. I will carry on searching.
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By the way, I have also found a few instances of this in the map_ground_types file. It doesn't occur in the places you pointed out, but it does occur in the western-most island in Stros M'Kai.
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ground types doesn't make much difference to loading (unless you put mountains or forest under cities), you don't have to line up coastline in that one; I'd keep land fertile coloured though.
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Originally Posted by Herennius Volsinius
Only CA knows, I guess .. for me they are all family, they all can get traits, and who is who's kid/father doesnt really make a difference to the game.
Anyway there is no difference between family that can be recruited and "born" family afaik, its just that they dont show up in the family tree, at least afaik spawning a family-member than killing the rest will keep the faction alive (actually I do still need to test that ...!!)
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lol ..
I'd almost would have put money on that increasing RGB values doesnt work, there has to be a reason I've only used RGB-values that also have been used in vanilla regions ....![]()
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G
The only real difference is that sons can't adopt character traits from their fathers. This is the only thing that can't be achieved with the rebels. Doesn't matter that much, but it might have made it more interesting.Originally Posted by Red Spot
Also, since destroyed factions' remaining armies automaticaly convert to the rebels, if the rebel faction had all of its family members destroyed, I would guess that the rebel faction would still live anyway as there is no other faction to convert to. Either that or a CTD will occur...
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