Tamriel Xl Map Wip

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This topic contains 27 replies, has 7 voices, and was last updated by  Artfactial 1 month, 2 weeks ago.

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  • #256609

    Artfactial
    Member

    Alright, I’m busy working on an XL Tamriel world map. I know there is a nice one on the workshop by gijoequ from a few years back but this is my version.:) I’ve posted this before on the Steam Forums but thought I might get a bit more editor feedback here.

    I started out by making a basic version and am planning to split it off into at least two different ones: a 3E 433 Oblivion Crisis scenario and a 4E 201 Stormcloack Rebellion scenario. A Great War version would be quite interesting as a well and easier to make once the two other ones are done.
    Things like general 1st era (Allessian Revolt/Battle for Red Mountain) and 2nd era(Tiber Septim Conquest) scenarios would be wonderful but the amount of divided factions, different Mer cultures and division between Dunmer houses might make these a bit more tricky.

    Things I’d like people’s feedback on:
    -What do think the best way of handling the players in general would be? There’s 9 provinces so there’s either going to be a unplayable province in each version, or I’m going to have to work with integrated empires. This would probably mean High Rock being part of The Empire and Valenwood being part of the Aldmeri Dominion. This would, however deter greatly from the uniqueness of these peoples.

    -What is the general feeling towards the requirement of other mods? The map would greatly benefit from Fortress Additions and Extra Support Units or the Empire Building mod but I’m hesitant to force people into using third party content; but mainly as a future compatibility hazard. Any mods that you think might help in this respect as well?

    -I’d very much like to add province/empire banners as the Leader Icons, but have, as of yet, not found any reference as to how to do this or if it is at all possible. Anyone know if it is and how to implement them? It would add so much more.

    Current map problems:
    -ran out of space in the south so Elsweyr and Argonia are kind of squashed at the bottom.
    -I have implemented the main roads on the continent and most of the main rivers. Might remove some of the later to provide more landspace.
    -Haven’t found a good way to introduce the Halflings yet. Maybe as one of the smaller Bosmer/Khajiit races like the Ohmes.
    -For now the Frostlings are being used as Falmer and the Skaal village on Solstheim.

    Here’s some early WIP shots of the map and locations. Any feedback is appreciated!

    Wip Map
    Vvardenfell area
    Iliac Bay area
    Markarth region
    Naming in world map

    #256617

    Gilafron
    Member

    I’m always excited to see new maps. This one is looking good. Stick with it!

    Here’s a few suggestions from my experience with making maps:

    1. Having required mods is tricky. It is a hassle to set and unset mods in the game startup, so I don’t require mods in my own maps. However, I always have a mod that accompanies the map. I make desired changes in this mod and it is always there. I’ve thought about having mod requirements, such as Fortress Additions. If I did, I would create a non-required mod version, but then now have two maps to maintain. If a required mod would really enhance the map, go for it. Just keep the number of required mods low. Too many will prevent people (like me) from playing the map.

    2. The “squahshed” nations due to map size is a drag now that you have completed it. I’ve created my own mod where I change the map sizes. For instance, my Westeros Winter is Here map is vertical, not horizontal. I set my own settings on one of the map sizes (such as Huge) and create a map with that mod enable. Then my map comes out the size I want. I then can remove the mod after creating. It is no longer required and since it only changed a map creation size, it causes no problems. There’s a mod for no city spacing (allows city placement close to each other). I like constructing the map with that one so that I can create cities and forts anywhere I want. Again, I remove it before the final product. It has no ill effect after removal.

    3. There is a marker called “Text Marker”. You can use this to put labels on the map. It’s quite nifty and I like the look on the map picture. You can label nations, lakes, rivers, seas, areas of interests, etc.

    4. I personally don’t force other races into a map. My Westeros map is all human and one frostling, for the Night King. I suggest if halflings don’t fit, don’t put them on there. I’m unfamiliar with Tamriel, so I can’t speak directly to it.

    5. There is a mod that adds banners. So, it is possible, though probably only through a mod. If you are unfamiliar with modding, I highly suggest learning. For maps, you won’t need to do the really difficult things. But it gives you so much more power than the Level Editor alone. I got to the point where I even create leaders and heroes in the mod. It becomes easier to manage along with all the other changes I want to do.

    #256676

    Artfactial
    Member

    Thank you so much for the reply!
    1. Yes, I might in the end only choose to use Racial Watchtowers; it’s low impact but great for visuals. Incorporating such a mod into the package would be great of course; I might reach out to iHunterKiller to see what they think.

    2. The option to resize the map to my liking sounds incredible; any chance you might share it? I am assuming it somehow resets the map in the process? In that case it would be pretty hard to use it on this project at this point indeed. But I would very much like to use it on future ideas I have.:)
    Do you know the name of the city/fort spacing mod?

    3. I’ve been gleefully using the Overview Markers; trying not to clutter the map too much. There appears to be some kind of threshold for the rotation and font size values as sometimes the text doesn’t show up. Not sure yet how.

    4. Absolutely true. I’ll probably not use the Halflings then, probably disallow their spawning too. I’m planning on making localized spawning for specific locations. Your Westeros map in incredible. Such amazing detail!

    5. I haven’t found the mod that specifically adds the banners; I might be able to learn from it. And yes, I defiantly plan to add my own heroes and remove those that don’t fit the setting. Having to create them in-game and writing down their visual values to recreate them in the editor is quite a hassle though.

    Thanks again! I’ll keep this thread updates as I progress and/or run into problems!

    #256677

    Artfactial
    Member

    Ah, got RebirthingSamurai’s placement mod, what a champ.:)

    #256723

    Hiliadan
    Member

    You should definitely use Decodence Map Editor for your map. All map makers should in fact.

    I might reach out to iHunterKiller to see what they think.

    iHunterKiller is not really active any more, there is low chance he answers you (at least in a short time). And integrating his mod into another mod is not that easy. Zaskow did it for the balance mod but it took him some time, as you need to guess what were the edits and replicate them one by one by hand. No easy way to “merge” mods.

    The AoW3 Wiki, including a video library!
    Improve AoW3 with the balance mod (presentation video)
    The Battlefield.com/AoW3 the community website for AoW3

    #256724

    Artfactial
    Member

    I was about to say that. Decodence is incredible, just looked into it, what a huge undertaking!:) The more people use the pack, the less hesitant others will be to download it for a map.

    Yeah..I was a fraid it would be a hassle. I’ll hold off on using the watchtowers for now and see how far I get with Decodence.

    Here’s an updated overview of the Tamriel map.
    I’m toying around with the possibility of adding the other continents, allowing travel between them through ‘sea route’ caves. It would make the map about 8 times bigger…which is pretty huge so I’m not sure how feasible and desirable it is from a gameplay perspective..However; the possibility to explore and conquer the mystical continents would add a great deal of dynamics.

    • This reply was modified 1 year ago by  Artfactial.
    #256814

    Artfactial
    Member

    Have been gladly using Decodence.:)
    Here’s some city wips.
    Imperial City
    Solitude
    Wayrest and the Adamantine Tower
    Alinor

    Found this thread about adding custom banners/shields. Seems doable but I’ll need to fidget with it a bit.

    • This reply was modified 1 year ago by  Artfactial.
    • This reply was modified 1 year ago by  Artfactial.
    #258935

    Artfactial
    Member

    Alright. Some progress. The Base map is almost done; some detailing and POI adding on the subterrainian levels to do.
    Then there’s a couple of snags I thought you’d be able to help me with:
    1. I’d like to make simple new races based of the vanilla ones. I get how to alter those, but have not been able to successfully add my own; any help?
    I’d at least want to add custom racial unit traits, city bonuses and racial command options. Custom unit naming/descriptions would be nice, but will take a lot of time, I reckon.
    2.Is there an easy way to disallow specific units from spawning on the map?
    3.I’m having some trouble with overview map markers,simple as they are, they most of the time don’t show up for me.
    Are there parameters I should take into account?
    Is there a limit to the ammount of custom strings?
    Is there a limit to the ammount fo map markers?
    Is there a margine to keep within for the kerning setting?
    Is there a margine to keep within for the font size?
    Does having empty markers break the rest? (in which case..is there a way to find them cause I might have lost one or two:P)
    Hope someone can help!

    Also, here’s the current map view.

    • This reply was modified 9 months, 2 weeks ago by  Artfactial.
    #259038

    Artfactial
    Member

    So, a short update on the map progression.
    I’ve almost finished detailing the land and adding some preliminary recourse balance. This includes a vast underground system with diggable passageways, caves, ruins and lost cities based on lore and game locations. This should add a nice questing/exploration side to the map; something inherent in all TES games as well as provide some needed diversion from the known lay of the land.
    These caverns have the possibility to intersect so provide a way of breaking out of the possible stalemates created by natural borders.

    Some features I’m really looking forward to implementing are:
    -I am implementing the Tamrielic races in their basic form; this means their traits, handicaps and bonuses should be lore accurate. It’s a big undertaking, but, once I have the hang of it, the procedure should be relatively the same for all races.

    -Named City guards and Knightly orders; this is a thing I’ve always wanted in AOW and am giving a shot to implement with this map. Cities will have unique guards barracks options which will provide the production of local city guards. This means that the Imperial city of Anvil will produce Anvil City Guards and Solitude will have their own Solitude City Guards. This can also be ruler based, so that Rihad in Hammerfell will produce Crown warriors and Mournhold on mainland Morrowind, House Indoril’s last real vestige, will produce Indoril Guards.
    Taking this further, the human races will have knightly orders; a simple unique knight unit dependent on either the city they are produced in or the god that is worshiped.
    How much these units will differ from vanilla is hard to say; I will experiment with it a bit but won’t introduce major game changing in order to maintain some balance.

    -Tying into all this is a faction and racial relations system. This means Thalmor will hate men and Talos/daedra worshippers and the Argonians will dislike the Dunmer and absolutely hate House Dres.
    Previously mentioned knightly orders will have relations and all will be tied to the gods they worship.
    Guild members will be present among units and heroes to further gave flavor and variety to armies and playstyles.
    As of now I mostly intent these to be morale buffs and penalties, but giving certain guild and faction members small skill bonuses would be fun.

    Still am having issues with the overview map markers not showing up in-game, so any help on that is much appreciated!

    If you have any tips or ideas to add to this, let me know!

    #264453

    vfxrob
    Member

    Hey Artefactial,

    Thought id try and answer a few of your questions here, as steam can be tricky to keep track of the history of chat messages.

    Only doing batch copy and paste is the quickest method I’ve found, sorry.

    To the second question about leaders i think the below link will help you, like i did for me. I found for the insectoids i only needed the racial setup and and leaders working for it to be able to test. Class units were not essential.

    Help! Hero Sets not found!

    With races displaying eyes not properly could be you’ve coped all of one race e.g. all elves customisation with elves eye coordinates, and wouldn’t work for a draconian like race that would have slightly different coordinates.

    cosmic events would only be needed to be duplicated and set to the game stages easy way to explain is like this:
    (game stage 1 . turn range 1 to 1, day only 1 turn)
    (game stage 2 . turn range 2 to 2, night only 1 turn)
    (game stage 3 . turn range 3 to 3, night only 1 turn) and so forth

    The basic would need to make a day event and a night cosmic happening event then just duplicate these and link them to all the duplicated game stages that are the day and night cycle.

    Cheers

    #269465

    Artfactial
    Member

    Hey there,
    sorry for the late reply here.
    Thank you so much again for the bumping of those threads and the linking to the Hero Set fix, helped me out a ton. I’m now going to have to switch 129 racial class entries to add them to the lists; but after that I’ll be ready to start actual game testing.

    I’m pretty far along now with all 9 races having their own units and production lines. The map is getting more and more balanced and detailed since I learned to make my own map decorations.
    I’ll put up a big update post soon!

    Edit: awgawds the mounts…

    • This reply was modified 7 months, 2 weeks ago by  Artfactial.
    #269472

    Artfactial
    Member

    Alright, I’m prioritizing getting leaders to work now but appear to have wrecked something in the proces. The map crashes in a black screen after loading, ending with the following errors:

    [14:12:31]===============================================================
    [14:12:32]Setting random seed 0x7c16bbda
    [14:12:32]===============================================================
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:32][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city
    [14:12:33][ERROR][WORLD_ACTIVATE][SCRIPTING ERROR] Error in line number 3. Message was:
    [14:12:33][ERROR][WORLD_ACTIVATE]		[string ""]:3: attempt to index field 'STRUCT_GLOW' (a nil value)
    
    [14:12:33][ERROR][WORLD_ACTIVATE]	Callstack:
    [14:12:33][ERROR][WORLD_ACTIVATE]		- NATIVE EventCall "OnVisitStateChanged" in [((null))]
    [14:12:33][ERROR][WORLD_ACTIVATE][SCRIPTING ERROR] Error in line number 3. Message was:
    [14:12:33][ERROR][WORLD_ACTIVATE]		[string ""]:3: attempt to index field 'STRUCT_GLOW' (a nil value)
    
    [14:12:33][ERROR][WORLD_ACTIVATE]	Callstack:
    [14:12:33][ERROR][WORLD_ACTIVATE]		- NATIVE EventCall "OnVisitStateChanged" in [((null))]
    [14:12:33][ERROR][WORLD_ACTIVATE][SCRIPTING ERROR] Error in line number 3. Message was:
    [14:12:33][ERROR][WORLD_ACTIVATE]		[string ""]:3: attempt to index field 'STRUCT_GLOW' (a nil value)
    
    [14:12:33][ERROR][WORLD_ACTIVATE]	Callstack:
    [14:12:33][ERROR][WORLD_ACTIVATE]		- NATIVE EventCall "OnVisitStateChanged" in [((null))]
    [14:12:33][ERROR][WORLD_ACTIVATE][SCRIPTING ERROR] Error in line number 3. Message was:
    [14:12:33][ERROR][WORLD_ACTIVATE]		[string ""]:3: attempt to index field 'STRUCT_GLOW' (a nil value)
    
    [14:12:33][ERROR][WORLD_ACTIVATE]	Callstack:
    [14:12:33][ERROR][WORLD_ACTIVATE]		- NATIVE EventCall "OnVisitStateChanged" in [((null))]
    [14:12:33][Steam] OnUserStatsReceived
    [14:12:33][Steam]Received stats and achievements
    [14:12:33][Steam] OnUserStatsReceived
    [14:12:33][Steam]Received stats and achievements
    [14:12:33][WORLD_ACTIVATE]HUD for (null) shown!
    [14:12:33]Game Session - Ready
    [14:12:33][STATE -] SYSTEM: GAME_OPEN
    [14:12:40][STATE +] SYSTEM: GAME_READY
    [14:12:40]Game Session - Start
    [14:12:40][ERROR]Assertion failed: "false" 

    Any thoughts as to where this might come from? I haven’t edited any code to my knowledge. The ‘on visit’ effect might apply to one of the buildings/hazards I copied?
    Which one of these might cause the fatal error? What’s more, how could this have affected the map by editing racial-class entries?

    • This reply was modified 7 months, 2 weeks ago by  Artfactial.
    #269480

    Gloweye
    Member

    Those are a lot of errors, but shouldn’t kill your game. The assertion. did. What did that one say ?

    Looks like you’ve got some missing alignment settings. You need to link alignments to all races – in this case, probably all neutral.

    Your script is trying to register a callback that doesn’t exist. make sure you’re actually attaching it to a valid object. it looks unattached to me, but I don’t have much experience with LUA scripting – very, very little actually. I might be wrong.

    #269481

    Artfactial
    Member
    [14:12:41]Message: Meandor's name be praised! The game just crashed. A mini dump file was created at C:\Users\Yanik Franken\Documents\My Games\AoW3\Logs\minidump0202_1411.dmp. Give the .dmp, .pdb and .exe files to the programmers. 
    [14:12:41]d:\source.aow.steam\aow\game\source\PC/MainPC.cpp(77): (click to open)

    Is all that was logged after the Assertion failed.:\

    I haven’t messed with the AOW scripting so I wouldn’t know either.:P
    How do I know what script’s ‘line 3′ is faulty?

    Ah, thanks, I hadn’t linked the races’ alignments.:)
    But indeed it hadn’t crashed before with those settings so that’s not the culprit.

    #269483

    Gloweye
    Member

    But the assertion should show up as a dialog box. Sometimes that one says something useful.

    As for what script….Im not sure if it distinguishes, so just check them all I think ? Or new ones first. Bust still, those didn’t crash your game either.

    • This reply was modified 7 months, 2 weeks ago by  Gloweye.
    #271203

    Artfactial
    Member

    Alright, here’s a quick visual update of my progress.
    I’ve been working on the project off-and-on and have recently been gaining some good leaps in improvements thanks to some of you guys. The map and its assets are starting to be playable!

    I’m currently diversifying the races; both their leaders and their units. First visually, while I’m figuring out the most balanced and slight changes to their characteristics to make them distinct.

    I’ve been adding a lot of detail to the map with custom buildings and decoration. A feature I really like atm. Is the inclusion of unique buildings e.a. ruins, dungeons and inns that have their proper names!:)

    At the beginning of the year I suffered a set-back when I lost my unit .clb file and it’s modifications so unit diversity atm. Is limited visually although all races have their proper names and skincolors applied.

    I’ll check back soon with some more in-depth stuff and more screens on the map itself and some of the details I’ve been adding, but for now: here’s some of the leader races.:)
    Of course, everything is WIP.
    Redguard Warlord
    Altmer Thalmor Theocrat
    Argonian Archdruid
    <img src=”https://steamuserimages-a.akamaihd.net/ugc/2419998257297438657/271BF163CBD1762965EDEBF462E110AA566B8267/” alt=”Dunmer Tribunal Theocrat”
    <img src=”https://steamuserimages-a.akamaihd.net/ugc/2419998257297438332/801827D0EE4210CB20CA8F67BDA7D1F05C2582AD/” alt=”Dunmer Azura’s Coast male”
    <img src=”https://steamuserimages-a.akamaihd.net/ugc/2419998257297438050/6ECC1E7F1E0FA4FC1DE83125F3E0F1F79ED4C5EE/” alt=”Ulfric Stormcloak”

    • This reply was modified 5 months, 1 week ago by  Artfactial.
    #271243

    Nice leader pictures!
    Btw the link to the last one (Dunmer Tribunal Theocrat) is not correctly displayed in the post

    #271249

    Artfactial
    Member

    Thanks!:)
    Yeah, I see, but the forum won’t let me edit the post anymore sadly.:\

    #271660

    Gilafron
    Member

    @artfactial, you had asked a about creating maps with non-default sizes. Here’s the thread where I explained it. I had to look it up recently because I forgot.

    Can map size be customized in editor?

    The no min distance between cities mod is No Domain Structure Minimum Distance.

    #271664

    Artfactial
    Member

    That’s amazing, thanks a lot @gilafron !:)
    The default map is long done so I sadly won’t be able to use it for now.
    However I notions of creating a ginormous interlocked Tamriel map and a giant map of Nirn at some point so it will be useful in this if not another project at some point.:)

    As for the update I promised: here’s the rundown of the state of the project atm.
    -Leaders and heroes are, as said fully playable for all 10 races. I’ve been adding custom hair, skin, eyes, facial decorations, background scenes and player shield icons to ground the characters in the world and provide more variety between the races.
    -I’ve started adding the basic racial traits; based on Elder Scrolls racial traits. This is probably one of the things that will need the most playtesting in the short run as to not make an entire race too op. That said; some races will be naturally more suited for situations than others.

    -While I’m figuring out how to speed up the process of creating at least 130 heroes to fill up the roster I’ve been busy fleshing out the individualization of race, alignment and location based units.
    First of is the Imperial Legion which is coming along nicely. Regular soldiers and legionnaires are quite distinct.
    Imperial soldiers with Wip shields.

    -The cityname system I’ve set up has been turning out nicely. At first it was a way to individualize cities and flesh out lore. Then I added the ability to build guard barracks in each city to recruit local guard watch. This system can further be used to add certain cultural or historical values to the city which might affect units build or stationed at the city. I’ve been thinking of further uses such as empire quests to conquer a given set of cities to earn a title. This can only be done when I find a way to make the empire quests conditional and repeatable.
    Oh, every race now has a list of lorefriendly village/settlement names for newly created settlements.
    -In the same vain, I have been slowly working in the religion system; this means that you will be able to build a temple like normal and then dedicate it to a specific deity. This in turn will allow you to make deity specific units within that city. E.a. When you have a Temple/chapel of Akatosh in your city a Breton, Nord or Imperial will be able to produce Priests of Akatosh and, when also having a War Hall, be able to make a Lodge of the Hour which will let you create Knights of the Hour, dedicated to that god.
    Imperial Legionnaires in the background and Knights of the Hour with wip shields.

    As a bonus, light cav will be able to evolve into knights as usual but are afterward able to evolve into any given knightly order.
    Similarly, Nords can produce a Stormcloak hall to produce Stormcloak specific units that have a specific hatred for Imperials and the Thalmor. Dunmer are able to produce Council halls for the Great Houses in order to make a city a stronghold for that House; the exact bonuses and penalties there will have to be looked into.
    Ulfric and his soldiers near a camp in the Rift.

    -As said earlier, I’ve been adding unique buildings; actual inns, tombs and ruins that appear in the games. This was a small effort since I am going to need to make custom treasure sites and such anyway to add spawnlists of Tamrielic units.
    Ebonheart region in Stonefalls with new Morrowind mushroom textures.
    This will open up the way for location specific enemies; more native people in particular treasure sites. Draugr in Nordic tombs, Automatons in Dwemer ruins.

    -I’ve been toying with minor military outposts. First with banners, which provide a small sight radius and secondly with small encampments, also bearing the faction specific banners. I’d love to give these custom Tactical Battle maps but am daunted by the complexity of customizing those.:\

    A nice overview of some new features:
    -Custom Imperial player shield icon (have added 13 so far)
    -On the left is Wawnet Inn on it’s correct location. Notice the customised in model.
    -Custom racial icons are in.
    -I am planing the racial governance bonuses and paths but the ascensions is in place.
    -New wip textures for the White Gold Tower.

    #271820

    Artfactial
    Member

    Hey all.
    In an effort to diversify the look of individual cities I’m trying to implement visual buildings. Akin to how the Class-specific structures, walls and the unity Beacons work by visually showing the building.

    Walls are a class apart. The class-upgrades don’t appear to have any editable link to their respective building models. So what I am trying to work with is the Unity Beacon tower. It has a link to a requisite that links to a model, and many neat features like the under construction stages and the ability to allow attackers during construction.
    However… The upgrade will not show up in my cities. When I force the building into the city by having it be present in the editor, the building is shown in the city overview…but the model still doesn’t show.
    Has anyone played around with the Beacon Prop options before or has any ideas on how to make it work?

    #273549

    Hiliadan
    Member

    Were you able to solve the “cannot randomize alignment” issue?

    The AoW3 Wiki, including a video library!
    Improve AoW3 with the balance mod (presentation video)
    The Battlefield.com/AoW3 the community website for AoW3

    #273617

    Artfactial
    Member

    Hey there,

    yes, I did fix it…Although I can’t truly remember how, sorry.
    I will try to look into it soon.

    #273878

    These screenshots look very good! And so many customized things -> i like it.

    #273886

    Artfactial
    Member

    Thanks!:)
    My aim is to do as much custom visuals as the game will allow me in order to make the different races as distinct looking as possible.^^

    #286519

    Artfactial
    Member

    Alright, a heads-up to all: the project has been on pauze for about two months now since I am unable to work in the Mod Editor. It crashes a few minutes after launch due to unspecified errors with different error messages every time it does. There hasn’t been anyone able to pin point the trouble although most seem to agree on a memory leak.
    It appears to be a problem on my end with the game/editor but I currently lack the energy and motivation to do thorough testing.

    So, for now, the project is on hiatus until someone has a bright idea of what to do or I feel more inclined to fight it again.
    Sorry! I too was looking forward to getting the first playable beta out soon.

    #286520

    Refineus
    Member

    Try split you mod into serveral smaller ones and work on small parts at once. I think that could work even if its annoying problem. Only thing coming to my mind

    The campaign/scenario designer of Shadow Realm Community Expansion and the future Wasteland Campaign at AOW III Steam forum.

    #291258

    Artfactial
    Member

    It has been suggested before and I now regret not taking the steps then.
    I would love to; but how would I go about doing this when I cannot enter the ModEd?

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