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DonTheDime's CTW Map Mod (TaP) v1.02
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Author |
File Description |
DonTheDime |
Posted on 06/22/04 @ 01:55 AM (updated 09/24/04)
Have you ever hoped for a greater challenge from the regular CTW campaign in the expansion?
Well, here's one attempt to do so.
Major modifications include
-adding 23 new territories, mostly islands such as Cuba, the Phillipines, Indonesia, Okinawa,etc.;
-adds some new links between the old territories as well as with the new territories.
-increasing the number of turns per age from 3 to 7;
-rearranging and adjusting the territory bonuses (such as rare resource, bonus card, tribute, etc.) for some rebalancing with the additional territories;
-giving each nation one starting bonus card appropriate to that nation, in addition to a rare resource in their capital territory;
-and adding more bonus cards (such as those from the other campaigns) to the standard deck.
This will provide another map option in the Conquer the World Campaign main menu in a "Custom Maps" drop down menu.
NOTE: There is a read me file in the zip file that contains instructions on how to install the mod.
Also, this mod is ONLY for the Thrones and Patriots expansion.
FINAL UPDATE:
For those of you patiently waiting for "v2.0", it is currently available at Rise of Nations Planet here:
http://ronp.mednickonline.com/modules.php?op=modload&name=XForum&file=viewthread&tid=1303
It has been renamed "DonTheDime's Global Conquest Campaign" as it isn't simply a modification of BHG's Entire World campaign, but a new campaign in and of itself with a new map, etc. |
Pages: « First « 1 [2] 3 4 5 6 7 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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DonTheDime
File Author |
Posted on 07/21/04 @ 10:32 AM
Oh, and one more thing, I think I also found how to prevent certain nations from being "eliminated" by the computer before the player has that opportunity. It involves a single entry in a nation's "Tribe" attribute in the map.xml file: 'NO_ELIMINATING'.[Edited on 07/21/04 @ 11:31 AM]
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Osson |
Posted on 07/21/04 @ 03:47 PM
Does that means that in the map, nations are eliminated like in a COnquest elimination map? Example: im playing aztec, i capture some territories in north america, and then the maya AI declare war and conquer my capital territory, but im still playing because of this 'no elimination' feature, is that right?
Your map is great, ppl said that its hard to click on the small islands, but that wasnt a problem for me. There is still many places you can put new territories: south america (split amazon and argentina), Asia (split steps and the big territory near alaska, and split India north south), Africa (there are two or three large territories that can be made two), etc.
The problem is that every sea battle is screwed. City on water and no land at all... I hope you can fix that. |
DonTheDime
File Author |
Posted on 07/21/04 @ 04:23 PM
Actually, I think it means that, when the computer sorts out what the computer nations do during a turn, the nation that has been set to "No eliminating" will not be defeated and eliminated. If you look at the campaigns which have this attribute activated: Napoleon and Alexander; and at the nations that have this attribute (such as the Russians, Prussians, British, and Austrians in Napoleon; and the Egyptians, Persians, and Indians in Alexander) it makes sense that the campaign would be set up that these nations are not defeated before you can confront them. Of course, it should also be remembered that it is limited what nation a player could be in those campaigns. I suppose if a particular nation set to "No eliminating" is the player's nation, that it may mean the player can not be eliminated, but this would have to be tested.
Of course, another way to prevent 'premature eliminations' is seen in the New World campaign, which, in the initialization and post_turn scripts, specifically codes in a "set_no_attack" that would prevent a computer nation's capital from being attacked by another computer nation. In fact, such a limitation could be coded so that after a certain number of turns, or when reaching a certain age, this limitation is turned off for all nations or is selectively adjusted based on certain preferences or goals of the campaign designer. In a campaign where the player can choose most if not all of the available nations, I think this later option would be preferable.
That way, for example, it could be coded so that no eliminations of nations could take place until, say, Medieval Age or something like that.
In terms of the map, I have already made adjustments to the new map of version 2.0, and you will find that I have made several changes to most of the continents (particularly North and South America, Africa, and Asia). Also, the "sea battle" scenarios I have mentioned are designed to allow a "real battle" to take place on the island territories. |
cROG |
Posted on 07/22/04 @ 05:03 PM
Any release date on v2.0 Mod?
Also, I was curious if there was anything you may need help with anything? Is there a tutorial somewhere? I would like to learn more about the process.[Edited on 07/22/04 @ 05:27 PM]
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DonTheDime
File Author |
Posted on 07/22/04 @ 05:54 PM
Release date for version 2.0 probably won't be before August 1st, unless I surprise myself and finish it sooner than expected.
If you want some help learning the process, the CTW Modding Documentation produced by BHG is a fairly decent start. You can find it in the Miscellaneous Files section here in Downloads. Also, the Scenario Editor Documentation is also a helpful start, as writing scripts is a way to expand the capabilities of a CTW campaign. You can find the Scenario Editor Documentation in the same location. |
Bloodrayne |
Posted on 07/23/04 @ 03:15 AM
Just wondering, not too good at all this modding lark, is there a way to add an extra age? if not possible remove one of the middle ones (they don'ty seem to make a huge difference around the medieval age) move the numbers down and make the VIII a Space Age with more futuristic type abilities, just a thought... :) |
DonTheDime
File Author |
Posted on 07/23/04 @ 09:47 AM
I haven't really looked into it (I've been happy thus far with the eight ages included in the game) but I don't think it is possible to add an extra age, just as it isn't possible to add an extra nation - only modify existing ones. However, I wouldn't doubt that it is possible to make changes to the different ages, even to rename them, but I haven't tested that at all. Although I am sure there are others in the community that have addressed or are addressing this issue.
The best way, I believe, to accomplish what you suggest, would involve modding the game itself by changing what the game calls each age and what technologies, units, and buildings are available in them. Then any CTW campaign would likely incorporate the "new/modified ages" without any special modifications required. (Of course, that would likely cause strange things to happen in the other campaigns (i.e. Alexander, Napoleon, New World, Cold War) because they are built around one or two specific ages. And industrial age units and buildings involved in the Napoleon campaign doesn't sound right, at least from a more historical perspective!
Hope this answers your question. |
Bloodrayne |
Posted on 07/23/04 @ 11:02 AM
It does, thanks, now i have huge problem, while loading your mod i get to the world map screen and the render map is tilted 90 degrees making the world on it's side and the countries don't line up with the render, i looked in the render folder, clicked on the map and it was on it's side so i put it back to it's right position, played a new game and still the same problem, help! |
Bloodrayne |
Posted on 07/23/04 @ 11:10 AM
just to add, i deleted all the mod files from the folders and pasted new ones, still the same problem, the countries are fine it's just the background render map that doesn't line up with them |
Osson |
Posted on 07/23/04 @ 12:16 PM
I just conquered Don's entire world with Russians. Once finished, my strategic resource income was something like +250food, +155 wood, +150metal, +200wealth... Thats alot :). I would like to make some comments:
-I had to win all islands with overruns.. 18 overruns total. If the islands bug is fixed, ill surely play it all again.
-If you add more areas in the map, dont give them rare resources; the strategic resource income is high enough rigth now.
-Give a better starting card for the russians :)
-Give a new starting location for the inca (more in the south). The maya nation is surrounded by all sides.
-I wouldnt care if the 'lines' in the map were poor and ugly; i didnt know you could go to america from England, to cuba from portugal and to bahamas from spain. There are other paths that gave me trouble as well, like the Sri lanka (i think) to Madagastar (i didnt upgraded madagascar territory strengh, because i didnt know i could be invaded from sri lanka). It cant be too hard to draw the lines. IMO.
-Is there a way to make troops travel fast in Industrial age foward? Like in the Cold war campaing, your troops can move everywhere and still attack (probably because of roads, trains, plans, etc). Its annoyng to wait one entire turn for my troops to move from france to spain.
-I dont know if this can be done, but i dont like to see troops moving from spain to america in the Ancient age. Can you make 'intercontinental' paths avaliable only on Gunpownder age foward?
-7 turns per age is too much. I changed it to 5 turns per age before i started, and i still had three turns left when i conquered the world. Now, you will put more areas in the map, so i think 6 turns per age is ideal.
By the way, great work. |
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HGDL v0.8.2 |
Statistics |
Downloads: | 4,440 |
Favorites: [] | 0 |
Size: | 4.68 MB |
Added: | 06/22/04 |
Updated: | 09/24/04 |
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