Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Regional Settlements & Colonization for Rome II - EXPERIMENTAL BUILD
   
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29 окт. 2018 в 12:20
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Regional Settlements & Colonization for Rome II - EXPERIMENTAL BUILD

Описание
For the Attila version of this mod click here. For the Attila version without colonization click here.

Welcome to the Experimental Build of Regional Settlements & Colonization for Rome II!

This mod is an early experimental version for Rome II of my Regional Settlements mod for Attila.

This mod makes it so that the layout of a settlement is only determined by its position on the campaign map and not by the culture of the occupying faction. That way Barbarians occupying former Roman land will have Roman settlements and Roman-occupied Carthaginian towns will look Carthaginian. The culture of every settlement is determined by a hardcoded culture map which can be seen in the screenshot section above.

This mod is meant for players who feel unimmersed by Rome looking like a Barbarian village when occupied by the Arverni or Carthage losing its distinct harbour building and hilltop fortress when occupied by Rome.

A planned feature is to re-enable colonization of Barbarian towns for civilized factions to allow for the romanization of Gaul and Hispania.
However, at the moment it doesn't look like that is even possible given the engine limitations of Rome II when compared to Attila. If you are a modder and know of any way to fully enable custom "tile_upgrades.xml" files in Rome II, feel free to message me or write a comment down below. For more information see the "Technical Details" section.

This mod is fully save game compatible and works with many of the major overhauls including Divide et Impera and Radious (see full list below).

You should also try the Attila version of this mod which is fully functional. ;)



Compatibility:

This mods works by changing the "tile_upgrades.xml" file in the "terrain/tiles/battle/" folder. I have checked the database files of the following mods for compatibility:

Verified compatible Mods:
This mod is fully save game compatible!

Technical Details and Limitations:

Which settlement has which culture and layout is determined by the culture map (see screenshots above) for each campaign. However, unlike in Attila, it is hardcoded in Rome II and cannot be changed by modders at all. For some reason CA decided to assign Roman culture to three settlements in Germanic and Dacian lands which means that these three settlements will have Roman battle maps when using this mod. This is a limitation of this mod I cannot work around.

The culture map you see in the screenshot section was determined through hours of manually testing each map in custom battles. It is 90% accurate for campaign games, however, sometimes a settlement's culture may still differ from the one shown in the map above.

Another limitation of this mod is that when armies are in the fortified stance they will not receive a defensive fort on the battlefield. Again, this is a side effect of this mod that I cannot change given the limitations of Rome II.

At the moment it doesn't seem to be possible to fully enable custom "tile_upgrades.xml" files in Rome II. Whenever I made any changes to the file the game seems to revert to the behaviour shown in this mod. Even simply using the Vanilla version of this file in a mod makes the game display the same behaviour. If you are a modder and have found a way to enable a custom "tile_upgrades.xml" file in Rome II, please send me a message or write a comment down below.

For now that's all that can be done with regional settlements in Rome II.

Special Thanks:

Special thanks goes to Magnar and his great tutorial series on Rome II modding which can be found here:

Magnar's Tutorial Series

Questions:

Any feedback and bug reports are greatly welcomed here! Please share your feedback in the comments down below!

54 коментара
Aristoxenus 10 авг. в 15:09 
Cool! it makes a lot of sense. Its weird seeing Rome being conquered by a Celtic faction and seen it as a small celtic town with walls. Like if its had gone back in time
Lys Albus 28 ноем. 2023 в 1:30 
hello, it's compatible with last update of DEI?
KNOCK KNOCK IT'S ME, Big BIRB 5 февр. 2022 в 4:51 
ANy plans to introduce this mod to the mini campaigns?
Alexander The Greek 22 ян. 2022 в 14:29 
I don't have any mod that affects Terrain but still It doesn't work either saved game or either new game. Why? Do I need to capture one settlement first to see the changes or the changes are available from the beggining?
TheOneWhoKnocks  [автор] 18 апр. 2021 в 15:47 
@steinmauer Hans: Sure, go ahead. Be sure to drop me a link once you release your mod. :)
steinmauer Hans 9 апр. 2021 в 3:41 
Nice! May i includ it in new project? Credits will be givin
Radscorpion 15 февр. 2021 в 2:27 
For people having problems with siege equipment - I know what the problem is.

Take for example Tulipfurdum in Germany. I believe it's a Roman city now. So the battle map will have 15m high walls.

However, that city is normally controlled by barbarians (unless you occupy it or if some greek/roman faction conquers their way up there).
This means it's a barbarian main building in that city. And barbarian buildings have an effect (in the buildings_effects) that makes it have 8m high walls.

This means that if you attack Tulipfurdum, the game will tell you that "This settlement has 8m high walls, therefore you will be given 8m high siege equipment). But when the battle starts, the city has changed to be a roman city with 15m high walls. That's why it doesn't work.

Ragnar 14 септ. 2020 в 21:10 
Not sure if I'm the only one, but it seems that siege equipment don't work on the walls with this mod, using DEI and tried loading it before and after, same results
vavrinko(SK) 7 авг. 2020 в 11:50 
Amazing mod... so glad I found it.
Is this compatible with mods that edit startpos though?
ROMKA-2 12 апр. 2020 в 3:17 
Broseph I think that's it, there aren't any signs of life from author since January 2019 that's a while :steambored::steambored: