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Messages - Suppanut

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There are 3 major features which create mod personality. They are strat map, units(and balance), and traits/retinues. Strat map is the first features to player's impression about world of RTR. Which tone strat map's texture you are planning for? Bright and lively like in RTW and M2TW (both different in sea which RTW mirror clear give feeling of classical marble which different from enigmatic Lovecraftian sea of M2TW?)? Or want enigmatic and gloomy feeling from dark tone world like in EB?

Which kind of tone you want for strat map, Muizer?

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Organisation and Coordination / Re: Mapping Department Organization Thread
« on: November 07, 2016, 03:35:38 PM »
This is collection of map on road and trade routes. I hope this would help.

http://www.mediafire.com/file/yd51cest4190s35/Roads_and_Trade_Route.rar

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Organisation and Coordination / Re: Mapping Department Organization Thread
« on: November 07, 2016, 02:56:56 AM »
I do that in Extended Cultures 5. We could force direction of road indirectly. with some simple rules.

1) River and fords help a lot. most of natural roads in history was forcing by river crossing location after all.
2) Road path abhors swamp terrain ( this due to road path based on minimized movement cost, not the shortest distance). So a few swamp block (I mostly did it on ford to force engine to choosing another ford to cross) could shift path of the road.
3) Road could not move diagonally, this would help a lot in create pathblock to shape road pattern. Guide the way with impassible terrain (mountain and dense forest) but make sure it is not too much though, there could be many problem follow as you would never want to restrict movement of character too much.
4) Road path is the same path as pathfinding system of engine, it has limit range, too long distance (50 is already have problem in some paths) with confuse pathfinding would make road not able to appear on that path.
5) Bewared ctd causing by character side-step into water tile if you forcing road to be too close to the coast line without protection with feature from "map_features.tga". (river in water tile will prevent this side step but ship still able to move on it like normal)

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Rome - Total Realism / Re: Regions and settlements. Input appreciated
« on: October 25, 2016, 03:01:37 PM »
Thanks for Kurgans' map, xeofox. :)

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Rome - Total Realism / Re: Regions and settlements. Input appreciated
« on: October 24, 2016, 04:23:51 AM »
Chattia   Amisia (from Ptolemy map, Fritzlar in Germany, site of Donar's Oak)
Siracena   Uspe (location is uncertain but EB and XC using site of Elista in Kalmykia in Russia due to there are Kurgan cluster in that area and description quite fit for other side of the river)
Sarmatia   Roxanace (Roxanace has no exact location, its name is coming from north-eastern indo-iranian language (which was using by indo-european steppe nomad in general) mean bright/illustrous city, it was mentioned to be capital of Saka by Ctesias of Cnidus, I put it in XC on site of Aktobe in Kazakhstan as dummy for Scythian-Sarmatian kurgan cluster in that area which seem fit with myth of Nart's great hall in later Alannic mythology)
Scandiae   Thule (area around Trondheim in Norway is one of the most ancient likely candidate)
Venedia   Amadoca  (in area around modern day Kiev or a bit north in Chernobyl)
Cimbria   Treva (https://translate.google.co.th/translate?hl=th&sl=de&tl=en&u=https%3A%2F%2Fde.wikipedia.org%2Fwiki%2FTreva) (modern Hamburg in Germany, alternative would be Bad Oldesloe)
Aestia   Drusa   (modern Elblag in Poland)
Olbiana   Olbia (Olbia on Dnieper is here, https://en.wikipedia.org/wiki/Olbia_(archaeological_site) )
Aegyptus-Ptolemais   Ptolemais (based on ahowl's description, it is here. https://en.wikipedia.org/wiki/Ptolemais_Hermiou)
Hadramaut   Ubar (yes, Shisr in Oman)
Caledonia   Devana (modern day Aberdeen in Scotland)

For the following I have coordinates but these places are speculative, being approximate, contested and/or having multiple contenders)
Teutonia   Laciburgium (Ueckermunde or Stralsund in Germany, up to how they plotting spatial location from Ptolemy's map) (https://translate.google.co.th/translate?hl=th&sl=de&tl=en&u=https%3A%2F%2Fde.wikipedia.org%2Fwiki%2FLaciburgium&sandbox=1 )
Suebia   Luppia (Burnburg on Saale in Germany)
Rugia   Rugium (both Darlowo and Miastko in Poland fit description from Ptolemy, you could use Miastko as settlement and Darlowo as port if you want, https://translate.google.co.th/translate?hl=th&sl=de&tl=en&u=https%3A%2F%2Fde.wikipedia.org%2Fwiki%2FRugium )
Lugia   Calisia (Kalisz in Poland)
Budinia   Gelonus (Bilsk settlement in Poltava region in Ukraine, one of the biggest fortified settlement found in Pontic Steppe)
Hyrcania   Zadracarta (modern Gorgan in Iran)
Cotinia   Asanca (Havranok settlement in Slovakia, https://en.wikipedia.org/wiki/Havr%C3%A1nok)
Odrysia   Orestia (modern day Edirne in Turkey)
Borysthenes   Gerrhos (Herodotus, Ptolemy called it Metropolis Scythica, opposite bank of Nikopol on Dnieper in Ukraine, sites of a lot of scythian kurgans)

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Rome - Total Realism / Re: The RTR Beta 2 Public Release Thread
« on: October 24, 2016, 03:52:00 AM »
Hi.

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The Welcome Hall - Start Here! / Sawasdee
« on: October 24, 2016, 03:50:50 AM »
Greeting.

I am modder of Extended Cultures of Rome:Total War. I sign up here to help my friends in Rome: Total Realism from time to time.

Suppanut.

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