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  1. #1
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Castle map for siege battles?

    Many apologies for performing this necromancy, but this thread is begging for resurrection.

    Assuming you still need the answer of course....

    It actually works on the province attributes line and I use the feature a lot in my Ancient mods (eg special maps for Carthage and Syracuse in the Punic Wars scenario), and here's an example from my latest:

    SetAttributes:: ID_LANDREG_02 "Illyria" 1 PAGAN_CULTURE TEMPERATE AT_DARK_AGE_EUROPEAN 11 392 "Illyria Castle_xzy" INLAND HILLY NO_RIVER TRUE
    The secret lies in the naming of your maps in the first place. Make your special castle map, name it for the appropriate terrain (so here it was 'castlehilly') and give it a NON-SEQUENTIAL number - this is the bit that makes it work properly!

    I actually have three 'specials' in my 'castlehilly' class as well as seven 'standard' maps. The maps are numbered castlehilly01-07, 09, 11, and 13. Numbers 1-7 get called for random provinces, but 9, 11 and 13 only get called for the provinces that ask for them in the set-attributes. It seems breaking the chain of sequential numbers stops the engine looking any further down the list for 'random' maps, whilst allowing the special calls to work.

    For added colour, I also made all my Carthage map levels the same - just made copies of the same castle and named it for each level. The result is in battle you always get the same map regardless of how well built up it is on the strat map. The only difference in battle is that the higher castle levels can have a larger garrison to fight when you assault it.
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  2. #2
    Member Member Stazi's Avatar
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    Default Re: Castle map for siege battles?

    Quote Originally Posted by macsen rufus View Post
    The maps are numbered castlehilly01-07, 09, 11, and 13. Numbers 1-7 get called for random provinces, but 9, 11 and 13 only get called for the provinces that ask for them in the set-attributes. It seems breaking the chain of sequential numbers stops the engine looking any further down the list for 'random' maps, whilst allowing the special calls to work.
    Great find. Thanks for sharing it.
    Hmm... what if maps are numbered castlehilly01-07, 09-11 and you set a province to e.g. 9 or 11? Does the engine choose randomly from those 3 maps (09-11)?
    "Do not fight for glory. Do not fight for love of your lord. Do not fight for hatred, honor or faith. Fight only for victory and you will succeed." - Uji sensei.

  3. #3
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Castle map for siege battles?

    I'm not sure on that, haven't tried it - once I got the basics worked out, I have always put a gap between each 'custom' map and the next. The effect of not leaving that gap still remains to be discovered....
    ANCIENT: TW

    A mod for Medieval:TW (with VI)

    Discussion forum thread

    Download A Game of Thrones Mod v1.4

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